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on Intellectual Property Rights |
By: | Prince C. Oguguo |
Abstract: | This paper is an analysis of the evolution of the global video game industry, a sector characterized by rapid technological innovation and changing business models. It builds on the work of Ozalp (2024) and delves into how innovation in hardware, software, digital transformation and business models have redefined the boundaries of game development and player experiences. The paper also explores the important job roles in the industry, the role of intellectual property and end with predictions for the future of the industry. It aims to provide an accessible understanding of the industry's evolution, its current state, and its potential future directions. |
Keywords: | Innovation, Video Games, Intellectual property, Technology |
Date: | 2024–04 |
URL: | http://d.repec.org/n?u=RePEc:wip:wpaper:85&r= |
By: | Sánchez, Mariola; Nerja, Adrian |
Abstract: | In this paper, we compare the scenarios of exclusive licenses and cross-licenses under the existence of partial vertical integration. To do this, a successive duopoly model is proposed, with two owners and two firms competing in a differentiated product market. Each technology owner has a share in one of the competing firms, so that competition is also extended to the upstream R&D sector. We propose a novel analysis where differences in the size of their innovation process are allowed, extending the results in Sánchez et al. (2021). We find that the cross-licensing scenario is preferred when the size of the innovation is small; this occurs regardless of the participation in the competing companies and how many innovate. If the innovation is very large, the owners may be better off with exclusive licenses. |
Keywords: | Patent Licensing; Exclusive licenses; Market for technology; Asymmetric innovation |
JEL: | L13 L24 O33 |
Date: | 2024–04 |
URL: | http://d.repec.org/n?u=RePEc:pra:mprapa:120829&r= |