<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-05-28T13:21:46Z</responseDate><request verb="GetRecord" identifier="oai:riuma.uma.es:10630/40481" metadataPrefix="marc">https://riuma.uma.es/rest/oai/request</request><GetRecord><record><header><identifier>oai:riuma.uma.es:10630/40481</identifier><datestamp>2026-02-03T11:27:53Z</datestamp><setSpec>com_10630_2254</setSpec><setSpec>col_10630_37953</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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      <subfield code="a">Victoria-Mas, Juan Salvador</subfield>
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      <subfield code="a">Ramos-Ábalos, Eva María</subfield>
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      <subfield code="a">Arjona-Martín, José Borja</subfield>
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      <subfield code="c">2023-06-13</subfield>
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      <subfield code="a">This research addresses the use of crowdfunding platforms forthe development of video games in Spain. It is part of the group ofplatform-centred research in order to develop a quantitativeanalysis of the data contained in them. Specifically, the dataprovided by Kickstarter for Spanish video game developmentprojects is analysed. Normality tests indicated that the variables donot follow a normal distribution, hence non-parametric tests wereused. The success rate of Spanish campaigns is 28.4% for the totalnumber of cases, 40.8% in 2020, which is a steady growth since2015. The average funding is €16,586.76, €50,056.67 for successfulcampaigns; however, the median indicates that 50% of the sampledoes not exceed €1,653 in funding. Regression models are used todevelop equations to calculate the amount of funding needed topublish on PC and console, and the number of backers needed toachieve a given amount of funding.</subfield>
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      <subfield code="a">Victoria-Mas, J. S., Ramos-Ábalos,E. M.ª &amp; Arjona-Martín, J.-B. (2023).Crowdfunding in the production ofvideo games in Spain: Evolutionand success on Kickstarter.Communication &amp; Society, 36(4),117-133   (PDF) Crowdfunding in the production of video games in Spain: Evolution and success on Kickstarter. Available from: https://www.researchgate.net/publication/374388723_Crowdfunding_in_the_production_of_video_games_in_Spain_Evolution_and_success_on_Kickstarter [accessed Aug 04 2025].</subfield>
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      <subfield code="a">https://hdl.handle.net/10630/40481</subfield>
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      <subfield code="a">10.15581/003.36.4.117-133</subfield>
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      <subfield code="a">Videojuegos</subfield>
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      <subfield code="a">Industria audiovisual</subfield>
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      <subfield code="a">Economía colaborativa</subfield>
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      <subfield code="a">Crowdfunding in the production of video games in Spain: Evolution and success on Kickstarter.</subfield>
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