Advances in Economics, Management and Political Sciences

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Proceedings of the 7th International Conference on Economic Management and Green Development

Series Vol. 30 , 10 November 2023


Open Access | Article

Evaluation of the Performance and Behavior of the Video Game Industry

Nuoyan Fan * 1
1 Shanghai Guanghua Cambridge International School

* Author to whom correspondence should be addressed.

Advances in Economics, Management and Political Sciences, Vol. 30, 54-64
Published 10 November 2023. © 2023 The Author(s). Published by EWA Publishing
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Citation Nuoyan Fan. Evaluation of the Performance and Behavior of the Video Game Industry. AEMPS (2023) Vol. 30: 54-64. DOI: 10.54254/2754-1169/30/20231425.

Abstract

When video games gradually become a part of the modern culture, the significant economic impact of the games and related products or services has appeared to draw public attention. The paper mainly analyzes how did the game companies and the market of game-related products perform in a way different to the common good industries, especially under government macroeconomic policies, impact of recent pandemic, and other factors affecting consumption and investment behaviors. The research found the overall improvement in economic performance of video game related products and fluctuations in financial performance of firms. Further analysis reveals behavior of companies in different divisions of the industry and the limited impact of government policies on this relatively independent industry. These results are able to give an insight into an underestimated industry in the changing economy.

Keywords

video game industry, market performance, COVID-19 pandemic, macroeconomic policies

References

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4. J. E. Stiglitz, The proper role of government in the market economy: The case of the post-COVID recovery, Journal of Government and Economics, 1 (2021)

5. M. Barr, & A. Copeland-Stewart, Playing Video Games During the COVID-19 Pandemic and Effects on Players’ Well-Being. Games Cult, 17 (2022).

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9. J. Manuel Sánchez-Cartas, Welfare and fairness in free-to-play video games, Techno Forecast Soc, 180 (2022)

10. J. Piñeiro-Chousa, M. Ángeles López-Cabarcos, Ada M. Pérez-Pico, Jérôme Caby, The influence of Twitch and sustainability on the stock returns of video game companies: Before and after COVID-19, J. Bus. Res., 157(2023)

Data Availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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Volume Title
Proceedings of the 7th International Conference on Economic Management and Green Development
ISBN (Print)
978-1-83558-081-3
ISBN (Online)
978-1-83558-082-0
Published Date
10 November 2023
Series
Advances in Economics, Management and Political Sciences
ISSN (Print)
2754-1169
ISSN (Online)
2754-1177
DOI
10.54254/2754-1169/30/20231425
Copyright
10 November 2023
Open Access
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited

Copyright © 2023 EWA Publishing. Unless Otherwise Stated