Innovation and Intellectual Property Use in the Global Video Game Industry

Author:

Oguguo Prince C.

Publisher

Elsevier BV

Reference23 articles.

1. Simulation Games and Improved Basic Science Teaching in the Nigerian Lower Primary Schools;F Aladejana;Future of Education Technology Conference,2016

2. Creative resources of the Japanese video game industry;Y Aoyama;Cultural Industries and the Production of Culture,2004

3. Bounded Careers in Creative Industries: Surprising Patterns in Video Games;S Casper;Industry and Innovation,2017

4. 2023 CESA Games White Paper;Cesa;Computer Entertainment Supplier's Association,2023

5. Effects of using Nintendo Wii TM exergames in older adults: a review of the literature;Y.-Y Chao;Journal of Aging and Health,2015

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