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dc.date.accessioned2024-06-05T13:16:03Z-
dc.date.available2024-06-05T13:16:03Z-
dc.date.issued2008-
dc.identifier.citationSchembri, M. (2008). Innovation patterns in the video gaming industry : evolution of Nintendo case study (Master’s dissertation).en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/123259-
dc.descriptionM.A.CREATIVITY&INNOVATIONen_GB
dc.description.abstractIn the videogame industry, which in 2007 generated more than $9.5 billion of sales in the United States alone, creativity and innovation are the driving force behind each company's success. The gaming market follows a strict generation era where companies need to develop a product which is able to compete in a war of standards. One of the aims of this research is to follow the journey of the video gaming industry, from the early primitive machines to the state of the art consoles which are available today. Particular focus will be given to Nintendo's evolution of hardware starting from the ground breaking NES (Nintendo Entertainment System) which revived the video gaming market after it crashed in 1983. This study continues by concentrating on Nintendo's latest console, the Wii, which has triumphed in the recent console wars between its rivals, the Xbox360 and the Playstation3. The development of the Wii will be given particular importance so as to understand the concrete vision behind such an idea while evaluating the Wii's progress wilh ICT 1 rules such as Network effects, Lock-In and Switching, Verslonlng et cetera. This process will provide insight into Nintendo's strategics and their approach to hardware development, together with providing a blueprint of the video gaming industry's evolutionary patterns.en_GB
dc.language.isoenen_GB
dc.rightsinfo:eu-repo/semantics/restrictedAccessen_GB
dc.subjectVideo games industryen_GB
dc.subjectVideo games industry -- Historyen_GB
dc.subjectNintendo of America Inc.en_GB
dc.subjectVideo games -- Marketingen_GB
dc.titleInnovation patterns in the video gaming industry : evolution of Nintendo case studyen_GB
dc.typemasterThesisen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.publisher.institutionUniversity of Maltaen_GB
dc.publisher.departmentEdward de Bono Institute for Creative Thinking and Innovationen_GB
dc.description.reviewedN/Aen_GB
dc.contributor.creatorSchembri, Melanie (2008)-
Appears in Collections:Dissertations - InsDeB - 2006-2015

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