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Den svenskadataspelsbranschen
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Business Studies.
2015 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

This paper deals with the Swedish computer and video game industry. The aim is toreach a better understanding of why it has been so successful and why it has seen such a largegrowth during the years 2008-2015. In the paper, this is shown by looking at Sweden’s computerand video game sector as a cluster, as defined by Porter. The analysis is based on a model usingnational systems of innovation. The paper presents a narrative of the development of theSwedish video game industry as well as cases describing specific companies in more detail.The reasons for the growth during the period are found to be primarily three different aspects ofthe sector: (1) success of the Swedish game Minecraft (2) the specific market conditions (3) acycle of growth in the Swedish game industry. The conditions allowing the Swedish gameindustry to be successful are found to be tradition, international focus, the Swedish nationalwelfare system, all supported by well-developed technical educations.

Place, publisher, year, edition, pages
2015. , 54 p.
Keyword [en]
computer games, video games, video game industry, cluster, NSI
Keyword [sv]
dataspel, tv-spel, dataspelsbranschen, kluster, NSI
National Category
Business Administration
URN: urn:nbn:se:uu:diva-261113OAI: oai:DiVA.org:uu-261113DiVA: diva2:849696
Subject / course
Business Studies
Educational program
Systems in Technology and Society Programme
Available from: 2015-08-31 Created: 2015-08-30 Last updated: 2015-08-31Bibliographically approved

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