Title Analiza globalnog tržišta digitalnih igrica
Title (english) Analysis of the global digital games market
Author Goran Gelo
Mentor Joško Lozić (mentor)
Committee member Katerina Fotova Čiković (predsjednik povjerenstva)
Committee member Joško Lozić (član povjerenstva)
Committee member Mirko Smoljić (član povjerenstva)
Granter University North (University centre Varaždin) (Department of Business Economics) Koprivnica
Defense date and country 2024-09-30, Croatia
Scientific / art field, discipline and subdiscipline SOCIAL SCIENCES Economics
Abstract Digitalne igrice danas predstavljaju ključan segment globalne zabavne industrije, omogućujući milijunima korisnika interaktivnu zabavu i komunikaciju diljem svijeta. Globalno tržište digitalnih igrica bilježi izuzetan rast posljednjih desetljeća, potpomognuto brzim tehnološkim napretkom u područjima poput virtualne stvarnosti (VR), proširene stvarnosti (AR) i cloud tehnologija. Ove inovacije transformirale su način na koji se igre razvijaju, distribuiraju i konzumiraju, omogućujući igračima pristup sadržaju putem digitalnih platformi, a izdavačima stabilne prihode putem modela kao što su freemium i mikrotransakcije.
Kompanije u industriji digitalnih igrica moraju se prilagoditi promjenama na tržištu kako bi zadržale konkurentnost. Poseban naglasak stavljen je na rast mobilnih igrica, koje čine najveći udio u globalnim prihodima zahvaljujući sveprisutnosti pametnih telefona i digitalnim distribucijskim modelima. Tržište se dalje segmentira na PC i konzolne igre, s time da konzole bilježe rast zahvaljujući novim generacijama uređaja poput PlayStationa 5 i Xbox Series X/S.
Osim ekonomskih i tehnoloških aspekata, digitalne igrice imaju snažan kulturni utjecaj, oblikujući moderne društvene interakcije i pružajući prostor za izražavanje etičkih i moralnih pitanja. Empirijski dio rada uključuje rezultate istraživanja provedenog putem ankete, koja je ispitivala preferencije i navike igrača, kao i njihov odnos prema inovacijama poput VR-a i blockchain tehnologija. Rezultati pokazuju da su korisnici sve svjesniji inovacija i preferiraju kompanije koje uspješno prate tehnološke trendove, dok je tržište e-sporta i dalje u ekspanziji, privlačeći sve veći broj gledatelja i natjecatelja.
Abstract (english) Digital games today represent a key segment of the global entertainment industry, providing millions of users with interactive entertainment and communication worldwide. The global digital gaming market has experienced remarkable growth in recent decades, driven by rapid technological advancements in areas such as virtual reality (VR), augmented reality (AR), and cloud technologies. These innovations have transformed the way games are developed, distributed, and consumed, enabling players to access content through digital platforms, while providing stable revenues for publishers through models such as freemium and microtransactions.
Companies in the digital gaming industry must adapt to market changes to maintain competitiveness. Special emphasis is placed on the growth of mobile games, which account for the largest share of global revenues due to the widespread availability of smartphones and digital distribution models. The market is further segmented into PC and console games, with consoles experiencing growth thanks to new generations of devices like the PlayStation 5 and Xbox Series X/S.
In addition to economic and technological aspects, digital games have a strong cultural impact, shaping modern social interactions and providing a space for exploring ethical and moral questions. The empirical part of the paper includes the results of a survey that examined players' preferences and habits, as well as their attitudes towards innovations such as VR and blockchain technologies. The results show that users are increasingly aware of innovations and prefer companies that successfully follow technological trends, while the e-sports market continues to expand, attracting a growing number of viewers and competitors.
Keywords
digitalne igrice
virtualna stvarnost (VR)
mikrotransakcije
inovacije
e-sport
Keywords (english)
digital games
virtual reality (VR)
microtransactions
innovations
e-sports
Language croatian
URN:NBN urn:nbn:hr:122:231689
Study programme Title: Business Economics Study programme type: university Study level: graduate Academic / professional title: sveučilišni magistar/magistra ekonomije (sveučilišni magistar/magistra ekonomije)
Type of resource Text
File origin Born digital
Access conditions Open access
Terms of use
Created on 2024-10-22 08:32:22