Business plans Information literacy Reference
Flowchart for researching a Company or an Industry
Stumbled on this flowchart from Jenny Mueller-Alexander at Arizona State University Libraries about researching a single company or an industry.
I like how the company process splits into private company and public company – which has a huge impact on the amount of information available. Remember that anything a company tells you is either to their benefit, either required my law (like disclosing financial statements when their equity is traded on public markets of capital like stock exchanges).
I’ve been meaning to adapt my similar research protocol for business students to distinguish between researching a business idea (entrepreneurship) that targets consumers versus other companies. This also has great bearing on how one researches the information for a business plan… more on that later…
Digital media & ecommerce Reference
Numbers on mobile marketing in Canada
The Canadian Marketing Association announced on their website that last summer, the International Journal of Mobile Marketing ran a special issue on mobile marketing in Canada (Summer2012, Vol. 7 Issue 1). Although you can purchase single articles from the publisher, this journal is available from the Library.
Digital media & ecommerce
Example from CARD
This image is taken from the last printed version of CARD: Canadian Advertising Rates and Data. It presents the cost to advertise in various media outlets, this case is Maclean’s a popular news magazine mostly read in Ontario.
Notice how you have various costs, from black & white, 1 color and 4 colors. Also, some other options such as free standing inserts (FSI) and classified ads. The readership of Maclean’s is the last thing showed, including total paid, complimentary and newsstand.
Country statistics Reference
Some good free sources of business information
Some students and I brainstormed our favorite websites that provide good business information at the international level. Here it is:
– World Bank
– Doing Business
– CIA World Factbook
– Travel Guides (Lonely Planet)
– UN Data
– WTO Stats
Also a good strategy is to look for free reports from national statistical agencies. Anything missing? Let me know in the comments!
Digital media & ecommerce Gamification
Independent video games short bibliography
Here are short bibliographies generated from Library sources.
EBSCO’s Business Source Complete from peer-reviewed journals. The search query was simply for the terms “video games” industry. I picked the most interesting that touched upon “indie games” or labour issues for the past 5 years, 7 articles from about the first 40 hits.
Title: Under the radar: Industry entry by user entrepreneurs.
Authors: Haefliger, Stefan firstname.lastname@example.org; Jäger, Peter email@example.com; von Krogh, Georg firstname.lastname@example.org
Source: Research Policy; Nov2010, Vol. 39 Issue 9, p1198-1213, 16p
Title: User Communities and Social Software in the Video Game Industry.
Authors: Burger-Helmchen, Thierry, Cohendet, Patrick
Source: Long Range Planning; Oct2011, Vol. 44 Issue 5/6, p317-343, 27p
Title: The orchestrating firm: value creation in the video game industry.
Authors: Mikael Gidhagen; Oscar Persson Ridell; David Sörhammar
Source: Managing Service Quality; Jul2011, Vol. 21 Issue 4, p392-409, 18p
Title: Computer Hobbyists and the Gaming Industry in Finland.
Authors: Saarikoski, Petri1 email@example.com; Suominen, Jaakko1 firstname.lastname@example.org
Source: IEEE Annals of the History of Computing; Jul-Sep2009, Vol. 31 Issue 3, p20-33, 14p
Title: The business of playing games: players as developers and entrepreneurs.
Authors: Chazerand, Patrice1 email@example.com; Geeroms, Catherine1 firstname.lastname@example.org
Source: Digital Creativity; Sep2008, Vol. 19 Issue 3, p185-193, 9p, 1 Chart, 3 Graphs
Title: Work and Employment in Creative Industries: The Video Games Industry in Germany, Sweden and Poland.
Authors: Teipen, Christina1
Source: Economic & Industrial Democracy; Aug2008, Vol. 29 Issue
Title: Digital Consumer Networks and Producer–Consumer Collaboration: Innovation and Product Development in the Video Game Industry.
Authors: ARAKJI, REINA Y.1; LANG, KARL R.2,3,4
Source: Journal of Management Information Systems; Fall2007, Vol. 24 Issue 2, p195-219, 25p, 1 Diagram, 1 Chart, 1 Graph
Books from CLUES, Concordia University Catalogue, search on “Cultural Economy”:
>Creativity, innovation and the cultural economy [electronic resource] / edited by Andy C. Pratt and Paul Jeffcutt : Creativity, innovation and the cultural economy [electronic resource] / edited by Andy C. Pratt and Paul Jeffcutt
The cultural economy edited by Helmut K. Anheier, Yudhishthir Raj Isar ; Annie Paul, associate editor ; Stuart Cunningham, guest editor : The cultural economy / edited by Helmut K. Anheier, Yudhishthir Raj Isar ; Annie Paul, associate editor ; Stuart Cunningham, guest editor
The Blackwell cultural economy reader edited by Ash Amin and Nigel Thrift : The Blackwell cultural economy reader / edited by Ash Amin and Nigel Thrift
Digital media & ecommerce
Video games industry in Canada
These are some interesting reports that cover the video games industry in Canada. In addition, you may want to search for articles that cover this topic.
Reports from Governments
Provincial – Quebec
Municipal – Montréal
Reports from Trade Associations
Entertainment Software Industry Association of Canada
Reports from Market Research Firms (Concordia Authentification or on-campus access Required)
- Sign on to Passport GMID and search (top right corner) for “video games canada” (provides industry reports, consumption statistics and company profiles).
PMB Print Measurement Bureau
- PMB Product Data provides results of a yearly survey of over 11000 Canadians’s consumption habit.
- Look under “Home Electronics > Video Game Systems” as well as “Computer, Phones & Internet > Cell Phones/Smartphones/PDA”.
Ipsos news center
Trends or in the news
See this contest from Creative Commons: Announcing the Liberated Pixel Cup: an epic contest for gaming freedom :
And this is where you come in: “Phase one” of the competition will then be building artwork that matches that guide that should then be uploaded to OpenGameArt and dual licensed under CC BY-SA 3.0 and GPLv3. This part of the project will run from June 1st through June 30th. “Phase two” of this competition will be building GPLv3 or later games that incorporate artwork from the artwork building phase of the project. People can work in teams or individually, and this portion of the contest will run from July 1st through July 31st. [read more]
See also: OpenGameArt.org for open licensing digital assets.