The video game industry in Portugal

Pedro A. Santos, Patrícia Romeiro, Flávio Nunes, Paul Hollins, Ruben Riestra

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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    Abstract

    Despite the impressive growth of the video game industry in Europe and a growing interest emerging in that industrial sector (e.g. from the European Commission), there is still a knowledge deficiency in respect of its characteristics and regional impact. By mapping the most relevant active agents participating in this economic activity in Portugal, this paper explores the characteristics the industry communities, types of games developed, tools used, marketing and sales channels and economic impact. This research is based on data collected in Portugal through a survey of 70 economic agents, under the auspices of the First Atlas of video games Industry in Portugal research project. The paper concludes with an elaboration of the opportunities and challenges associated with the industry and the potential role of public and institutional policies in supporting its development and sustainability.
    Original languageEnglish
    Title of host publicationProceedings of Videojogos 2016, Covilhã, Portugal
    EditorsFrutuoso Silva, Pedro Santos
    Pages1-10
    Publication statusPublished - Nov 2016
    EventVideojogos 2016 - Covilhã, Portugal
    Duration: 24 Nov 201625 Nov 2016

    Conference

    ConferenceVideojogos 2016
    CountryPortugal
    CityCovilhã
    Period24/11/1625/11/16

    Keywords

    • Video Game Industry
    • Creative Industries
    • Public Policies
    • Portugal
    • RAGE

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  • Projects

    Rage: Realising an Applied Gaming Eco-system

    Westera, W., Georgiadis, K., Saveski, G., van Lankveld, G., Bahreini, K., van der Vegt, W., Berkhout, J., Nyamsuren, E., Kluijfhout, E. & Nadolski, R.

    1/02/1531/07/19

    Project: Research

    Cite this

    Santos, P. A., Romeiro, P., Nunes, F., Hollins, P., & Riestra, R. (2016). The video game industry in Portugal. In F. Silva, & P. Santos (Eds.), Proceedings of Videojogos 2016, Covilhã, Portugal (pp. 1-10)