Games | Game Design | Game Studies. Gundolf S. Freyermuth
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17 Corliss, Richard: »Prisoners Wins the Weekend, But It's No ›Grand Theft Auto V‹«, Time, 22. September 2013, http://entertainment.time.com/2013/09/22/prisoners-wins-the-weekend-but-its-no-grand-theft-auto-v/
18 N., N.: »USA Yearly Chart: The Year's Top-Selling Game at Retail Ranked by Unit Sales – 2013«, VGChartz 2014, http://www.vgchartz.com/yearly/2013/USA/.
19 N., N.: »Germany Yearly Chart: The Year's Top-Selling Game at Retail Ranked by Unit Sales – 2013«, VGChartz 2014, http://www.vgchartz.com/yearly/2013/Germany/
20 ESA, Entertainment Software Association: »Essential Facts about the Computer and Video Game Industry«, April 2014 2014, S. 12 http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf.
21 Illek, Christian P.: »Gaming in Deutschland«, Bitkom, 13. August 2013, http://www.bitkom.org/files/documents/BITKOM_Praesentation_Gaming_PK_130813(1).pdf
22 ESA: »Essential Facts about the Computer and Video Game Industry«, S. 5; Illek: »Gaming in Deutschland«.
23 ESA: »Essential Facts about the Computer and Video Game Industry«, S. 2-3.
24 BIU, Bundesverband Interaktive Unterhaltungssoftware: »Spieler in Deutschland«, ohne Datum 2014, http://www.biu-online.de/de/fakten/reichweiten/spieler-in-deutschland.html. BIU unterscheidet dabei noch zwischen 29,3 Millionen Menschen, die regelmäßig digitale Spiele spielen, und 34,2 Millionen, die generell spielen. Insofern weichen die Zahlen noch erheblicher von Newzoos ab; s.u.
25 N., N.: »Infographic: The German Games Market«, Newzoo: Games Market Research, 6. Januar 2014, http://www.newzoo.com/infographics/infographic-german-games-market/
26 BIU, Bundesverband Interaktive Unterhaltungssoftware: »Altersverteilung«, ohne Datum 2014, http://www.biu-online.de/de/fakten/reichweiten/altersverteilung.html.
27 ESA: »Essential Facts about the Computer and Video Game Industry«, S. 13.
28 BIU, Bundesverband Interaktive Unterhaltungssoftware: »Mehr als jedes dritte Spiel wird als Download gekauft«, 20. Oktober 2014, http://www.biu-online.de/de/presse/newsroom/newsroom-detail/datum/2014/10/20/mehr-als-jedes-dritte-spiel-wird-als-download-gekauft.html
29 Campbell, Colin: »How League of Legends is Upending the Video Game Business«, 24. Oktober 2014, http://www.polygon.com/2014/10/24/7061573/how-league-of-legends-is-upending-the-video-game-business
30 Cashmore, Pete: »FarmVille Surpasses 80 Million Users«, Mashable, 20. Februar 2010, http://mashable.com/2010/02/20/farmville-80-million-users/
31 Zur Kontroverse um FARMVILLE und Ian Bogosts Satire-Spiel COW CLICKER (2010) vgl. Tanz, Jason: »The Curse of Cow Clicker: How a Cheeky Satire Became a Videogame Hit«, Wired, 20. Dezember 2011, http://archive.wired.com/magazine/2011/12/ff_cowclicker/all/
32 Vgl. Ha, Anthony: »Zynga's Pincus Says FarmVille Has Passed $1B In Total Player Purchases«, TechCrunch, 5. Februar 2013, http://techcrunch.com/2013/02/05/farmville-1-billion/
33 Long, Neil: »Two Billion Downloads? We're Just Getting Started, Says Angry Birds Creator Rovio«, 23. Januar 2014, http://www.edge-online.com/features/two-billion-downloads-were-just-getting-started-says-angry-birds-creator-rovio/.
34 Grubb, Jeff: »King: 93M Daily Candy Crush Saga Players, 500M installs, and $568M Profit in 2013«, VentureBeat, 18. Februar 2014, http://venturebeat.com/2014/02/18/candy-crush-saga-publisher-king-by-the-numbers-inforgraphic/
35 Koch, Cameron: »Free-to-Play Games Continue to Dominate the MMO Game Marketplace«, Techtimes, 24. Oktober 2014, http://www.techtimes.com/articles/18666/20141024/free-to-play-games-continue-to-dominate-the-digital-video-game-marketplace.htm
36 N., N.: »Stats«, Kickstarter, 28. November 2014, https://www.kickstarter.com/help/stats?ref=footer
37 N., N.: »Most Successful Crowdfunding Campaigns«, CrowdfundingBlog, 29. Oktober 2014, http://www.crowdfundingblog.com/most-successful-crowdfunding-projects/
38 N., N.: Star Citizen Wiki, November 2014, http://starcitizen.wikia.com/wiki/Star_Citizen
39 Roberts, Chris: »Letter from the Chairman«,