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Value capture and control in digital games
Paul Thompson
Work, Employment And Organisation
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Social Sciences
Specific Industry
100%
Work
100%
Control
100%
Markets
75%
Economic and Social Development
75%
Production
50%
Process
50%
Evolution
25%
Time
25%
Costs
25%
Uncertainty
25%
Dependence
25%
Company
25%
Actors
25%
Reputation
25%
Business Model
25%
Case Studies
25%
Entertainment
25%
Publishers
25%
Budgetary Control
25%
Employment
25%
Australia
25%
Competition
25%
Commodities
25%
Scheduling
25%
Consumers
25%
Groups
25%
Content
25%
Problem
25%
Management
25%
Value Chain
25%
Trust
25%
Premium
25%
Economics, Econometrics and Finance
Ownership
50%
Entertainment Industry
50%
Market Concentration
25%
Business Model
25%
Management
25%
Budgeting
25%