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Original Articles

Playstation and the Power of Unexpected Consequences

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Pages 608-627 | Published online: 24 Jun 2010

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Chi-Shun Liao. (2012) SELF-CONSTRUAL, PERSONALIZATION, USER EXPERIENCE, AND WILLINGNESS TO USE CODESIGN FOR ONLINE GAMES. Information, Communication & Society 15:9, pages 1298-1322.
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Sigi Goode & Anasthasiou Kartas. (2012) Exploring software piracy as a factor of video game console adoption. Behaviour & Information Technology 31:6, pages 547-563.
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Hans Lind & Lena Borg. (2010) Service‐led construction: is it really the future?. Construction Management and Economics 28:11, pages 1145-1153.
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Articles from other publishers (5)

Francesco Lantano, Antonio Messeni Petruzzelli & Umberto Panniello. (2022) Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation. Technological Forecasting and Social Change 174, pages 121210.
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Anastasiou Kartas & Sigi Goode. (2010) Use, perceived deterrence and the role of software piracy in video game console adoption. Information Systems Frontiers 14:2, pages 261-277.
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Neil Narine & Sara M. Grimes. (2009) The Turbulent Rise of the “Child Gamer”: Public Fears and Corporate Promises in Cinematic and Promotional Depictions of Children's Digital Play. Communication, Culture & Critique 2:3, pages 319-338.
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ANDREW GRANTHAM & RAPHAEL KAPLINSKY. (2011) GETTING THE MEASURE OF THE ELECTRONIC GAMES INDUSTRY: DEVELOPERS AND THE MANAGEMENT OF INNOVATION. International Journal of Innovation Management 09:02, pages 183-213.
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Yuichi Washida. (2005) Collaborative structure between Japanese high‐tech manufacturers and consumers. Journal of Consumer Marketing 22:1, pages 25-34.
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