Login
Register
Reset Password
Publish & Distribute
Publishing Solutions
Distribution Solutions
Subjects
Architecture and Design
Arts
Business and Economics
Chemistry
Classical and Ancient Near Eastern Studies
Computer Sciences
Cultural Studies
Engineering
General Interest
Geosciences
History
Industrial Chemistry
Jewish Studies
Law
Library and Information Science, Book Studies
Life Sciences
Linguistics and Semiotics
Literary Studies
Materials Sciences
Mathematics
Medicine
Music
Pharmacy
Philosophy
Physics
Social Sciences
Sports and Recreation
Theology and Religion
Publications
Journals
Books
Proceedings
Publishers
Blog
Contact
Search
EUR
USD
GBP
English
English
Deutsch
Polski
Español
Français
Italiano
Cart
Home
Journals
Economics and Culture
Volume 16 (2019): Issue 1 (June 2019)
Open Access
Market-to-Book Ratio and Creative Industries– Example of Polish Video Games Developers
Rafał Rydzewski
Rafał Rydzewski
| Jul 20, 2019
Economics and Culture
Volume 16 (2019): Issue 1 (June 2019)
About this article
Previous Article
Next Article
Abstract
References
Authors
Articles in this Issue
Preview
PDF
Cite
Share
Published Online:
Jul 20, 2019
Page range:
137 - 147
DOI:
https://doi.org/10.2478/jec-2019-0015
Keywords
Creative industry
,
Video game sector
,
Market-to-book ratio
,
Intellectual capital
© 2019 Rafał Rydzewski, published by Sciendo
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.