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This paper assesses the maturity of the games industry. The indicators of industry maturity posited in the industry life-cycle theory are discussed. The economic characteristics of creative, or cultural, industries are listed. Empirical work is done on the concentration of the international game development sector based on UK sales. The growth of the Finnish games industry is analyzed based on original statistics. The paper concludes that based on this empirical work the software side of the games industry is far from mature. Explanations for this finding are proposed based on the characteristics of the games industry in particular and the creative industries in general.
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Papers that cite the same references — the relational fallback while embeddings are still backfilling.
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