Firm decisions under uncertainty in a two-sided market: a ‘film industry’ classroom game

This paper outlines the development of a film industry game that helps students comprehend the structure of a two-sided market and analyse the dynamics of producing goods in the creative industries. The game demonstrates the significance of a firm’s decision-making in this context and how various strategies can impact revenue. It is designed for undergraduate and graduate students studying Microeconomics, Industrial Organisation, or more specific Media and Cultural Economics modules, explicitly focusing on the creative industries. The game provides a learning experience by allowing students to simulate real-world scenarios. It encourages critical thinking as participants navigate the complexities of the film industry, making decisions that mirror the strategic considerations faced by creative firms in a dynamic two-sided market.

Authors

Institutions

Publication Details

Journal
Advances in Economics Education
Published
2024-12-12
DOI
https://doi.org/10.4337/aee.2024.02.02
Primary Topic
Art History and Market Analysis
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Firm decisions under uncertainty in a two-sided market: a ‘film industry’ classroom game

Sofia Izquierdo Sanchez
Advances in Economics Education
Art History and Market Analysis
article

Firm decisions under uncertainty in a two-sided market: a ‘film industry’ classroom game

Sofia Izquierdo Sanchez
article en

Abstract

This paper outlines the development of a film industry game that helps students comprehend the structure of a two-sided market and analyse the dynamics of producing goods in the creative industries. The game demonstrates the significance of a firm’s decision-making in this context and how various strategies can impact revenue. It is designed for undergraduate and graduate students studying Microeconomics, Industrial Organisation, or more specific Media and Cultural Economics modules, explicitly focusing on the creative industries. The game provides a learning experience by allowing students to simulate real-world scenarios. It encourages critical thinking as participants navigate the complexities of the film industry, making decisions that mirror the strategic considerations faced by creative firms in a dynamic two-sided market.

Advances in Economics EducationVol. 3(2)
University of Manchester (GB)
Openalex Percentile: Top 66%
Art History and Market Analysis
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.