"Economic Bubbles" on the Market of Virtual Goods
| dc.contributor.author | Lehkyy, Oleh | |
| dc.date.accessioned | 2017-02-21T13:12:15Z | |
| dc.date.available | 2017-02-21T13:12:15Z | |
| dc.date.issued | 2016 | |
| dc.description.abstract | In 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.citation | Lehkyy, 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.uri | http://dspace.tneu.edu.ua/handle/316497/14297 | |
| dc.publisher | TNEU | uk_UA |
| dc.subject | financial bubbles | uk_UA |
| dc.subject | video game industry | uk_UA |
| dc.subject | virtual goods market segment | uk_UA |
| dc.subject | casual consumer | uk_UA |
| dc.subject | «cream skimming» strategy | uk_UA |
| dc.subject | mobile platforms market | uk_UA |
| dc.title | "Economic Bubbles" on the Market of Virtual Goods | uk_UA |
| dc.type | Article | uk_UA |