Player and team performance in EverQuest II and Halo 3

Kyong Jin Shim, Samarth Damania, Colin Delong, Jaideep Srivastava

Research output: Contribution to journalArticle

3 Citations (Scopus)

Abstract

The market for video games has skyrocketed over the past decade. In the United States alone, the video game industry in 2009 generated almost US$20 billion in sales. Furthermore, according to Lenhart et al. (2008), an estimated 97% of the teenage population and 53% of the adult population are regular game players.

Original languageEnglish
Article number6009111
Pages (from-to)21-26
Number of pages6
JournalIEEE Potentials
Volume30
Issue number5
DOIs
Publication statusPublished - Sep 2011
Externally publishedYes

Fingerprint

computer game
Sales
sales
performance
Industry
industry
market
Team performance
Video game industry
Video games

ASJC Scopus subject areas

  • Electrical and Electronic Engineering
  • Education
  • Strategy and Management

Cite this

Player and team performance in EverQuest II and Halo 3. / Shim, Kyong Jin; Damania, Samarth; Delong, Colin; Srivastava, Jaideep.

In: IEEE Potentials, Vol. 30, No. 5, 6009111, 09.2011, p. 21-26.

Research output: Contribution to journalArticle

Shim, Kyong Jin ; Damania, Samarth ; Delong, Colin ; Srivastava, Jaideep. / Player and team performance in EverQuest II and Halo 3. In: IEEE Potentials. 2011 ; Vol. 30, No. 5. pp. 21-26.
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