"Economic Bubbles" on the Market of Virtual Goods

dc.contributor.authorLehkyy, Oleh
dc.date.accessioned2017-02-21T13:12:15Z
dc.date.available2017-02-21T13:12:15Z
dc.date.issued2016
dc.description.abstractIn the paper origin and cause of the crises on the market of virtual goods - places where supply and demand are set for digital products, with intangible nature, especially video games – systematized chronologically and analyzed. It is proved that this segment despite strong prospects and dynamic development is able to generate a market phenomenon as «economic bubble» – trading large volumes of goods at prices that are significantly different from the true prices. Also the existing situation in the market of video goods, is analyzed, especially advertising and consumer behavior. Earlier data on the performance of gaming market is systemized and illustrated as well as thesis on the formation of new economic bubbles in the industry is highlighted.uk_UA
dc.identifier.citationLehkyy, O. "Economic Bubbles" on the Market of Virtual Goods [Text] / Oleh Lehkyy // Journal of european economy. - 2016. - Vol. 15, № 2. - P. 178-188.uk_UA
dc.identifier.urihttp://dspace.tneu.edu.ua/handle/316497/14297
dc.publisherTNEUuk_UA
dc.subjectfinancial bubblesuk_UA
dc.subjectvideo game industryuk_UA
dc.subjectvirtual goods market segmentuk_UA
dc.subjectcasual consumeruk_UA
dc.subject«cream skimming» strategyuk_UA
dc.subjectmobile platforms marketuk_UA
dc.title"Economic Bubbles" on the Market of Virtual Goodsuk_UA
dc.typeArticleuk_UA

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