Studies in Licit and Illicit Markets for Digital Entertainment Goods

Total Page:16

File Type:pdf, Size:1020Kb

Studies in Licit and Illicit Markets for Digital Entertainment Goods View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by OpenGrey Repository Studies in licit and illicit markets for digital entertainment goods The thesis submitted in partial fulfilment of the requirements for the award of the degree of Doctor of Philosophy of the University of Portsmouth Joe Cox May 2012 Word Count: 68,597 Abstract The widespread proliferation of digital communication has revolutionised the way in which traditional entertainment media are distributed and consumed. This thesis investigates a range of aspects of these markets, beginning with a detailed analysis of the video games industry, which has emerged from relative obscurity and moved toward the cultural mainstream as a consequence of the digital revolution. The thesis presents an analysis of the market for video games from both the demand and supply side, investigating factors that drive the prices and unit sales of video gaming hardware and software. In doing so, evidence is presented on significant predictors of ‘blockbuster’ titles, the existence of first-mover advantages and the extent to which international markets conform to theoretical expectations relating to purchasing power parity (PPP) and cultural convergence. The thesis also goes on to explore the darker side of the digital revolution by examining the economics of illegal file sharing. Later chapters present empirical analyses of survey data with the aim of understanding motivations to participate in the practice to varying extents. The results are unique in the sense that they differentiate between a range of behaviours, such as seeding and leeching, as well as the illegal consumption of music and movie content. The related academic literature has until now assumed these practices to be homogenous. A number of key findings are presented in the various studies comprising this thesis. In relation to video gaming, results suggest that the price of video gaming software can be influenced through the strategic use of both ‘versioning’ (second-degree price discrimination) and planned obsolescence, while the quality of the game play experience is found to be a consistently significant determinant of both market value and the probability of a title becoming a i ‘blockbuster’. On the supply side, evidence is also presented that there are not first-mover advantages in the market for gaming hardware and that the second-move tends to associate positively and significantly with the installed user base of a console. Evidence is also presented that video games hardware prices conform to PPP only within broad geographic regions, one possible interpretation of which being that shared leisure pursuits such as video gaming are contributing to cultural convergence. In terms of illegal file sharing, evidence is found to suggest that the strongest incentives to participate in the activity are financial and social in nature, while the most significant disincentives are moral judgements and the poor perceived quality of pirated materials relative to legitimate substitutes. The imposition of harsher legal penalties is not found to consistently present a disincentive to participate. It is also suggested that a major incentive to participate in illegal file sharing access to a wider range of content and/or to consume materials in advance of worldwide release. More prolific file-sharers also tend to express the greatest willingness to pay for alternative forms of legal distribution, such as services that allow unlimited legal downloading for a fixed monthly fee. As these incentives are measured and differentiated according to the form and intensity of participation, the findings of this thesis constitute a unique contribution to the literature and can help inform effective policy making in this area. ii Contents Chapter 1: Introduction .............................................................................................................................................. 1 1.1: Aims and objectives ........................................................................................................................................... 1 1.2: A brief introduction to the market for video games ........................................................................................... 3 1.3: A brief introduction to illegal file sharing .......................................................................................................... 5 1.4: Research approach ........................................................................................................................................... 15 Chapter 2: Literature review .................................................................................................................................... 25 2.1: Literature related to studies in licit digital entertainment markets ................................................................... 25 2.2: Literature relating to illicit digital entertainment markets ................................................................................ 36 Chapter 3: The economics of video gaming ............................................................................................................. 42 3.1: A brief history of video gaming ....................................................................................................................... 42 3.2: Producers and the supply side .......................................................................................................................... 55 3.3: Consumers and the demand side ...................................................................................................................... 59 3.4: Video game genres ........................................................................................................................................... 67 3.5: Online gaming and fantasy ............................................................................................................................... 69 3.6: Conclusions ...................................................................................................................................................... 75 Chapter 4: The effect of planned obsolescence and versioning on the price of video games .............................. 76 4.1: Introduction ...................................................................................................................................................... 76 4.2: Planned obsolescence ....................................................................................................................................... 76 4.3: The hedonic price analysis literature ................................................................................................................ 78 4.4: Theory .............................................................................................................................................................. 80 4.5: Modelling procedure ........................................................................................................................................ 83 4.6: Results .............................................................................................................................................................. 86 4.7: Conclusions ...................................................................................................................................................... 92 iii Chapter 5: Purchasing power parity and cultural convergence in the global video games market ................... 94 5.1: Introduction ...................................................................................................................................................... 94 5.2: Purchasing power parity and high-technology industries ................................................................................. 94 5.3: The purchasing power parity literature ............................................................................................................ 96 5.4: Evidence on purchasing power parity ............................................................................................................ 100 5.5: Implications .................................................................................................................................................... 102 5.6: Conclusions .................................................................................................................................................... 107 Chapter 6: An empirical analysis of blockbuster video games ............................................................................ 109 6.1: Introduction .................................................................................................................................................... 109 6.2: Blockbusters ................................................................................................................................................... 109 6.3: Data ................................................................................................................................................................ 112 6.4: Results ............................................................................................................................................................ 116 6.5: Conclusions ...................................................................................................................................................
Recommended publications
  • 4: Gigabit Research
    Gigabit Research 4 s was discussed in chapter 3, the limitations of current networks and advances in computer technology led to new ideas for applications and broadband network design. This in turn led to hardware and software developmentA for switches, computers, and other network compo- nents required for advanced networks. This chapter describes some of the research programs that are focusing on the next step-the development of test networks.1 This task presents a difficult challenge, but it is hoped that the test networks will answer important research questions, provide experience with the construction of high-speed networks, and demonstrate their utility. Several “testbeds” are being funded as part of the National Research and Education Network (NREN) initiative by the Advanced Research Projects Agency (ARPA) and the National Science Foundation (NSF). The testbed concept was first proposed to NSF in 1987 by the nonprofit Corporation for National Research Initiatives (CNRI). CNRI was then awarded a planning grant, and solicited proposals or white papers" from The HPCC prospective testbed participants. A subsequent proposal was then reviewed by NSF with a focus on funding levels, research program’s six objectives, and the composition of the testbeds. The project, cofunded by ARPA and NSF under a cooperative agreement with testbeds will CNRI, began in 1990 and originally covered a 3-year research program. The program has now been extended by an additional demonstrate fifteen months, through the end of 1994. CNRI is coordinat- gigabit 1 Corporation for National Research Initiatives, ‘‘A Brief Description ofthe CNRJ Gigabit lkstbed Initiative,” January 1992; Gary StiX, “Gigabit Conn=tiom” Sci@@ net-working.
    [Show full text]
  • NVIDIA Tesla Personal Supercomputer, Please Visit
    NVIDIA TESLA PERSONAL SUPERCOMPUTER TESLA DATASHEET Get your own supercomputer. Experience cluster level computing performance—up to 250 times faster than standard PCs and workstations—right at your desk. The NVIDIA® Tesla™ Personal Supercomputer AccessiBLE to Everyone TESLA C1060 COMPUTING ™ PROCESSORS ARE THE CORE is based on the revolutionary NVIDIA CUDA Available from OEMs and resellers parallel computing architecture and powered OF THE TESLA PERSONAL worldwide, the Tesla Personal Supercomputer SUPERCOMPUTER by up to 960 parallel processing cores. operates quietly and plugs into a standard power strip so you can take advantage YOUR OWN SUPERCOMPUTER of cluster level performance anytime Get nearly 4 teraflops of compute capability you want, right from your desk. and the ability to perform computations 250 times faster than a multi-CPU core PC or workstation. NVIDIA CUDA UnlocKS THE POWER OF GPU parallel COMPUTING The CUDA™ parallel computing architecture enables developers to utilize C programming with NVIDIA GPUs to run the most complex computationally-intensive applications. CUDA is easy to learn and has become widely adopted by thousands of application developers worldwide to accelerate the most performance demanding applications. TESLA PERSONAL SUPERCOMPUTER | DATASHEET | MAR09 | FINAL FEATURES AND BENEFITS Your own Supercomputer Dedicated computing resource for every computational researcher and technical professional. Cluster Performance The performance of a cluster in a desktop system. Four Tesla computing on your DesKtop processors deliver nearly 4 teraflops of performance. DESIGNED for OFFICE USE Plugs into a standard office power socket and quiet enough for use at your desk. Massively Parallel Many Core 240 parallel processor cores per GPU that can execute thousands of GPU Architecture concurrent threads.
    [Show full text]
  • What Motivates the Authors of Video Game Walkthroughs and Faqs? a Study of Six Gamefaqs Contributors Michael Hughes Trinity University, [email protected]
    Trinity University Digital Commons @ Trinity Library Faculty Research Coates Library 1-1-2018 What Motivates the Authors of Video Game Walkthroughs and FAQs? A Study of Six GameFAQs Contributors Michael Hughes Trinity University, [email protected] Follow this and additional works at: https://digitalcommons.trinity.edu/lib_faculty Part of the Library and Information Science Commons Repository Citation Hughes, M.J. (2018). What motivates the authors of video game walkthroughs and FAQs? A study of six GameFAQs contributors. First Monday, 23(1), 1-13. doi: 10.5210/fm.v23i1.7925 This Article is brought to you for free and open access by the Coates Library at Digital Commons @ Trinity. It has been accepted for inclusion in Library Faculty Research by an authorized administrator of Digital Commons @ Trinity. For more information, please contact [email protected]. First Monday, Volume 23, Number 1 - 1 January 2018 Walkthroughs, also known as FAQs or strategy guides, are player-authored documents that provide step-by-step instructions on how to play and what to do in order to finish a given video game. Exegetical in their length and detail, walkthroughs require hours of exacting labor to complete. Yet authors are rarely compensated for work that markedly differs from other kinds of fan creativity. To understand their motivations, I interviewed six veteran GameFAQs authors, then inductively analyzed the transcripts. Open coding surfaced five themes attributable to each participant. Together, these themes constitute a shifting mix of motivations, including altruism, community belonging, self-expression, and recognition — primarily in the form of feedback and appreciation but also from compensation.
    [Show full text]
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • Roll 2D6 to Kill
    1 Roll 2d6 to kill Neoliberal design and its affect in traditional and digital role-playing games Ruben Ferdinand Brunings August 15th, 2017 Table of contents 2 Introduction: Why we play 3. Part 1 – The history and neoliberalism of play & table-top role-playing games 4. Rules and fiction: play, interplay, and interstice 5. Heroes at play: Quantification, power fantasies, and individualism 7. From wargame to warrior: The transformation of violence as play 9. Risky play: chance, the entrepreneurial self, and empowerment 13. It’s ‘just’ a game: interactive fiction and the plausible deniability of play 16. Changing the rules, changing the game, changing the player 18. Part 2 – Technics of the digital game: hubristic design and industry reaction 21. Traditional vs. digital: a collaborative imagination and a tangible real 21. Camera, action: The digitalisation of the self and the representation of bodies 23. The silent protagonist: Narrative hubris and affective severing in Drakengard 25. Drakengard 3: The spectacle of violence and player helplessness 29. Conclusion: Games, conventionality, and the affective power of un-reward 32. References 36. Bibliography 38. Introduction: Why we play 3 The approach of violence or taboo in game design is a discussion that has historically been a controversial one. The Columbine shooting caused a moral panic for violent shooter video games1, the 2007 game Mass Effect made FOX News headlines for featuring scenes of partial nudity2, and the FBI kept tabs on Dungeons & Dragons hobbyists for being potential threats after the Unabomber attacks.3 The question ‘Do video games make people violent?’ does not occur within this thesis.
    [Show full text]
  • Ds2 Download for Ps4 Controller Pair DUALSHOCK®4 Wireless Controller with PC, Mac, Android and Ios Devices
    ds2 download for ps4 controller Pair DUALSHOCK®4 wireless controller with PC, Mac, Android and iOS devices. If you would like to use your DUALSHOCK 4 wireless controller with compatible games and applications away from your PS4™ console, you can connect via Bluetooth® in a few steps. DUALSHOCK 4 wireless controller Bluetooth compatible devices. Devices using the operating systems listed below or later support DUALSHOCK 4 wireless controller Bluetooth connections. Once connected, you can use your wireless controller to control compatible games and applications via Bluetooth. Android™ 10 iOS 13 iPadOS 13 macOS Catalina tvOS 13. You can connect a DUALSHOCK 4 wireless controller to a Windows PC using a DUALSHOCK®4 USB wireless adaptor or a compatible micro USB cable. Step 1: turn on DUALSHOCK 4 wireless controller pairing mode. To use a controller on a device for the first time, turn on pairing mode: Make sure the light bar on the controller is off. If the light bar is on, press and hold the PS button until it turns off. If a USB cable is connected to the controller, disconnect it. While pressing and holding the SHARE button, press and hold the PS Button until the light bar flashes. Step 2: connect DUALSHOCK 4 wireless controller via Bluetooth. On your device, go to Bluetooth settings and enable Bluetooth . Select scan for new devices and then select the controller from the list of devices. When pairing is complete, the light bar turns a solid color. A controller can be paired with only one device at a time. Each time you change devices you must pair the controller with the new device.
    [Show full text]
  • UPC Platform Publisher Title Price Available 730865001347
    UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435
    [Show full text]
  • Resource Guide: Workstation Productivity
    Resource Guide: Workstation Productivity Contents Beyond the Desktop: Workstation Productivity ……………………………………………………2 Find out how to get the highest productivity possible from high performance applications that require more power than traditional desktop computers Top IT Considerations for Mobile Workstations …………………...............................................4 Discover the top IT considerations for organization that require mobile workstations designed to provide a balance of performance and portability Maximum Management and Control with Virtualized Workstations ....…………………...…….6 Explore the benefits of virtualization to ensure the greatest possible management and control of high performance workstations for the most demanding workloads and applications Sponsored by: Page 1 of 6 Copyright © MMIX, CBS Broadcasting Inc. All Rights Reserved. For more downloads and a free TechRepublic membership, please visit http://techrepublic.com.com/2001-6240-0.html TechRepublic Resource Guide: Workstations Productivity Beyond the Desktop: Workstation Productivity Find out how to get the highest productivity possible from high performance applications that require more power than traditional desktop computers Desktop computers have come a long way in terms of value and performance for the average user but more advanced applications now require even more in terms of processing, graphics, memory and storage. The following is a brief overview of the differences between standard desktops and workstations as well as the implications for overall performance and productivity as compiled from the editorial resources of CNET, TechRepublic and ZDNet.com. Think Inside the Box A lot of people tend to think of desktop computers and computer workstation as one and the same but that isn’t always the case in terms of power and performance. In fact, many of today’s most demanding workloads and applications for industries such as engineering, entertainment, finance, manufacturing, and science actually require much higher functionality than what traditional desktops have to offer.
    [Show full text]
  • Agricultural Engineering Journals in AGRICOLA
    Agricultural Engineering Journals in AGRICOLA https://web.archive.org/web/20030428232053/http://www.usain.org:80... Agricultural and Biosystems Engineering Journal List Valerie Perry, Public Services Librarian, Agricultural Information Center, University of Kentucky, Lexington, KY 40546-0091 Allison Level, Assistant Professor, Morgan Library, Colorado State University, Fort Collins, CO 80523-1019 list from chapter "Agricultural and Biosystems Engineering" by Mary Anderson Ochs and Mary E. Patterson in Using the Agricultural, Environmental and Food Literature ** indicates titles not included in AGRICOLA listing. 4/05/02 ISI AGRICOLA Journal Titles ISSN Publication Information Impact Indexing Factor **Acta biotechnologica. 0138-4988 1981- Berlin: Akademie-Verlag. 0.351 1981- v. 12- Tokyo: Farm Machinery **Agricultural mechanization in Asia, 0084-5841 Industrial Research Corp. Continues N/A Africa and Latin America. Agricultural Mechanization in Southeast Asia. Cover-to-cover 1976- Barking, U.K.: Elsevier Applied Agricultural systems. 0308-521X 0.815 and contains Science. abstracts. Agricultural water management. 0378-3774 1976- Amsterdam: Elsevier. 0.526 Cover-to-cover. Cover-to-cover Agriculture, ecosystems & environment. 0167-8809 1983- Amsterdam; New York: Elsevier. 1.297 and contains abstracts. Selectively and American Society for Microbiology. 1976- v. 31- Washington: American Society 0099-2240 3.688 contains Applied and environmental microbiology. for Microbiology. abstracts. Cover-to-cover 1985- St. Joseph, MI : American Society of Applied engineering in agriculture. 0883-8542 0.249 and contains Agricultural Engineers. abstracts. 1984- v. 19- Berlin: Springer International. Selectively and Applied microbiology and biotechnology. 0175-7598 Continues European Journal of Applied 1.754 contains Microbiology and Biotechnology. abstracts. 1974- London: Intermediate Technology **Appropriate technology.
    [Show full text]
  • RELX Group Annual Reports and Financial Statements 2015
    Annual Reports and Financial Statements 2015 Annual Reports and Financial Statements 2015 RELX Group is a world-leading provider of information and analytics for professional and business customers across industries. We help scientists make new discoveries, lawyers win cases, doctors save lives and insurance companies offer customers lower prices. We save taxpayers and consumers money by preventing fraud and help executives forge commercial relationships with their clients. In short, we enable our customers to make better decisions, get better results and be more productive. RELX PLC is a London listed holding company which owns 52.9 percent of RELX Group. RELX NV is an Amsterdam listed holding company which owns 47.1 percent of RELX Group. Forward-looking statements The Reports and Financial Statements 2015 contain forward-looking statements within the meaning of Section 27A of the US Securities Act of 1933, as amended, and Section 21E of the US Securities Exchange Act of 1934, as amended. These statements are subject to a number of risks and uncertainties that could cause actual results or outcomes to differ materially from those currently being anticipated. The terms “estimate”, “project”, “plan”, “intend”, “expect”, “should be”, “will be”, “believe”, “trends” and similar expressions identify forward-looking statements. Factors which may cause future outcomes to differ from those foreseen in forward-looking statements include, but are not limited to competitive factors in the industries in which the Group operates; demand for the Group’s products and services; exchange rate fluctuations; general economic and business conditions; legislative, fiscal, tax and regulatory developments and political risks; the availability of third-party content and data; breaches of our data security systems and interruptions in our information technology systems; changes in law and legal interpretations affecting the Group’s intellectual property rights and other risks referenced from time to time in the filings of the Group with the US Securities and Exchange Commission.
    [Show full text]
  • DRAKENGARD JUMP- 0.1 by Valeria You're in for a Rather Miserable Ride Jumper. This Is a World Much Like Our Own, in the Times Of
    DRAKENGARD JUMP- 0.1 By Valeria You're in for a rather miserable ride jumper. This is a world much like our own, in the times of knights and castles, all it would take is a flip of the map to see no difference. At one point in time, in fact, it was identical to our world, but a catastrophe happened in the year 856 and magic was introduced to this world by force. This magic did not come alone, as alongside it was the Dragons and the Watchers. The Dragons are terrible beasts, in both sheer power and their surprising intelligence. The Watchers are grotesque abominations, who take the form of gigantic infants. Something else snuck through alongside these two races, though what it is is unknown even to them. The world continued on however, adapting to magic and monsters as best it could to these new challenges. Three times await you, all with their own dangers and all are linked closely to both the Dragons and the Watchers. Whether you deal with these struggles yourself, or simply allow events to take their natural course, the choice is open. You have 1000cp. Spend it well. Age & Gender Your starting age is 18+1d8 years. If you chose Monster as your origin, roll 10+2d8 centuries. You remain the same gender as your previous jump, though you may change this and your age freely for 100cp. Locations- 1 & 2- Drakengard 1 The world is locked in a war, between the Empire and the Union. The Empire, backed by strange magicks and horrible creatures is pushing back the Union more and more, driving them to extinction at the behest of the mad Cult of the Watchers.
    [Show full text]
  • Last Line of Defence Cyber Security of Industrial Control Sys- Tems
    Last line of defence Cyber security of industrial control sys- tems M. Luchs Delft University of Technology LASTLINEOFDEFENCE CYBER SECURITY OF INDUSTRIAL CONTROL SYSTEMS by M. Luchs in partial fulfillment of the requirements for the degree of Master of Science in Offshore and Dredging Engineering at the Delft University of Technology, to be defended publicly on Wednesday October 26th, 2016 at 14:00 PM. Supervisor: dr. ir. C. Doerr Thesis committee: Prof. dr. C. van Rhee, TU Delft dr. ir. S. A. Miedema, TU Delft Ir. F.van der Heijden, Heerema Fabrication Group An electronic version of this thesis is available at http://repository.tudelft.nl/. PREFACE Before you lies the thesis "Last line of defence: Cyber security of industrial control systems". This work in- vestigates the state of cyber security within the offshore and dredging industry, the result of which has led to the proposal of a novel intrusion detection system for industrial control systems. It is written to complete the graduation requirements of the MSc program Offshore and Dredging Engineering at the Delft University of Technology. The project has been undertaken in collaboration with Heerema Fabrication Group whom where looking to increase their awareness on cyber security. Investigating the state of cyber security within the offshore and dredging industry has led to the research question, which was formulated together with my supervisor from the TU-Delft, Christian Doerr. The work has proven challenging at times, in part because the subject is fairly unexplored terrain, and also my missing of a background in cyber security and computer networks. Nonethe- less it has provided me with many avenues for growth and learning, especially since both the TU-Delft as HFG provided me the option to freely explore and thus gain insights broader then in one area of focus alone.
    [Show full text]