Research Handbook of Finance and Sustainability
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Research Handbook of Finance and Sustainability

Edited by Sabri Boubaker, Douglas Cumming and Duc K. Nguyen

The severe consequences of the global financial crisis 2008-2009 and numerous accounting frauds and financial scandals over the last fifteen years have let to calls for more ethical and responsible actions in all economic activities including consumption, investing, governance and regulation. Despite the fact that ethics in business and corporate social responsibility rules have been adopted in various countries, more efforts have to be devoted to motivate and empower more actors to integrate ethical behavior and rules in making business and managerial decisions. The Research Handbook of Finance and Sustainability will provide the readers but particularly investors, managers, and policymakers with comprehensive coverage of the issues at the crossroads of finance, ethics and sustainable development as well as proposed solutions, while focusing on three different levels: corporations, investment funds, and financial markets.
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Chapter 30: Crowdsourcing, co-creation and crowdfunding in the video-game industry

Dina Al-Ghamdi, Tahir M. Nisar, Guru Prakash Prabhakar and Lubica Strakova

Abstract

This chapter explores whether value and risk exist for both firms and customers when collaborating during the development process in the video-game industry. We base our analysis of two separate case studies on contemporary approaches for understanding user collaborative activities; these approaches are also further developed and critiqued during the course of the research. The chapter is specifically designed to assist firms within the video-game industry to gain an insight into the specific value areas that can be accessed through activities such as crowdsourcing, co-creation and crowdfunding. Assessing the value that can be accessed by both firms and customers within the video-game industry is currently under-researched, therefore, we aim to generate new insights not only into this particular area of research, but also into the nature of novel video-game development strategies looking to the future. We also identify and contrast the differences between the two chosen cases from a secondary level of comparative analysis in terms of both risk and value perspectives. Concluding, we highlight the key strands of new developing approaches in the area of user-collaborative activities based on our findings from the case studies, together with recommendations for potential strategies for video-game firms that operate in an extremely dynamic environment.

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