Firm decisions under uncertainty in a two-sided market. A “Film Industry” classroom game

Abstract

This game demonstrates the significance of a firm’s decision-making in a two-sided market and how various strategies can impact revenue. It is designed for undergraduate and graduate students studying Microeconomics, Industrial Organization, or more specific media and cultural economics modules, explicitly focusing on the creative industries. 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 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

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