(For more information and access please check academia.edu)
Work in Progress
Stephen Webley and Peter Zackariasson (forthcoming). Glenn Gray’s Digital Warriors: Reflections on men in battle and military video games.
Ulf Wilhelmsson and Peter Zackariasson (forthcoming). Dataspel: att leka, lära och tävla i ett socialt medium (working title). Malmö: Gleerups Förlag.
2012
Peter Zackariasson and Timothy L. Wilson eds. (2012). The Video Game Industry: Formation, Present State, and Future. Studies in Innovation, Organizations, and Technology series. New York: Routledge.
Peter Zackariasson and Timothy L. Wilson (2012). Marketing of video games. in Peter Zackariasson and Timothy L. Wilson eds. The Video Game Industry: Formation, Present State, and Future. Studies in Innovation, Organizations, and Technology series. New York: Routledge.
Timothy L. Wilson Peter Zackariasson (2012). Through the looking glass sharply. in Peter Zackariasson and Timothy L. Wilson eds. The Video Game Industry: Formation, Present State, and Future. Studies in Innovation, Organizations, and Technology series. New York: Routledge.
Wolfgang Amann, Monica Kerretts-Makau, Pio Fenton, Peter Zackariasson and Shiv Tripathi eds. (2012). New Perspectives in Management Education. Excel Publishing.
Peter Zackariasson (2012). Aristotle’s intellectual virtues and Executive Business Education. in Wolfgang Amann, Monica Kerretts-Makau, Pio Fenton, Peter Zackariasson and Shiv Tripathi eds. New Perspectives in Management Education. Excel Publishing.
Peter Zackariasson (forthcoming). The role of creativity. in S. Hotho & N. McGregor. Changing the Rules of the Game. London: Palgrave.
Peter Zackariasson (forthcoming). The role of the customer – from sales to co-production. in S. Hotho & N. McGregor. Changing the Rules of the Game. London: Palgrave.
Peter Zackariasson (forthcoming) The Market Game: innovation in the video game market. IMP, Rome 13-15 Sep.
Peter Zackariasson (forthcoming). Narrating Organizational Development: Translating video game development to organizational undertakings. SCOS, 11-14 July, Barcelona.
Peter Zackariasson (in press). Oportunidades de negocio y empleo en la industria del videojuego (Business opportunities for young persons in the video game market). in Videogames and Youth / Videojuegos y Juventud (Report to Spanish Youth Observatory, Ministery of Culture).
2011
Timothy L. Wilson and Peter Zackariasson (2011). Marshall McLuhan, Video Games and the Secret Life of Walter Mitty. Northeastern Association of Business, Economics and Technology, Oct 18-19.
Peter Zackariasson and Ulf Sandqvist. (2011). Playing the Game: Leveraging artistic freedom and financial pressure in video game development. Scandinavian Academy of Management conference. Stockholm, Sweden, 22-24 August.
Peter Zackariasson and Alexander Styhre (2011). Carry on! Understanding Creativity Through Popular Culture. SCOS 14-17 July, Istanbul.
Peter Zackariasson (2011). Marketing of Video Games in the Cultural Economy. Young Scholars Forum of the 10th International Marketing Trends Conference, Paris 20-22 January.
2010
Peter Zackariasson, Nils Wåhlin, and Timothy L. Wilson (2010). Virtual identities and market segmentation in marketing in and through Massively Multiplayer Online Games (MMOGs). Services Marketing Quarterly, 31(3), pp. 275-295.
Peter Zackariasson and Timothy L. Wilson (2010). Paradigm Shifts in the Video Game Industry. Competitiveness Review, 20(2), pp. 139-151.
Ulf Sandqvist and Peter Zackariasson (2010). The Dematerialisation and Democratisation of Currencies: a historical description of currencies and how the physical has been replaced with the virtual. Internet Research 11.0, 21-23 October, Gothenburg Sweden.
Peter Zackariasson and Timothy L. Wilson (2010). Alternative Reality Games Explorations. EURAM conference, Rome 19-22 May, 2010.
Peter Zackariasson (2010). It’s Anarchy! Translating Beliefs and Desires into Prescription for Participation. EASST conference, 2-4 September, Trento, Italy.
Peter Zackariasson and Timothy L. Wilson (2010). Creativity in the Video Game Industry. in Alessandra M. Corrigan (ed.) Creativity: Fostering, Measuring and Context. Nova Science Publishers, Chapter 6.
2009
Peter Zackariasson (2009). Cyberkapitalism – om konsten att tjäna pengar på att döda drakar, stjäla vapen och dansa naken i virtuella världar. Stockholm: Kalla Kulor förlag. (eng. Cyber Capitalism – on the art of making money on killing dragons, stealing weapons and dancing naked in virtual worlds) [order book]
Peter Zackariasson, Nils Wåhlin, and Timothy L. Wilson (2009). Reflections on Marketing in MMOGs. Academy of Marketing Science Quarterly, 9 (3/4) p. 18.
Peter Zackariasson, Gert-Olof Boström and Timothy L. Wilson (2009). Technology and Change in the Swedish Architectural Industry. Competitive Review vol. 19, issue 1, pp. 46-62.
Peter Zackariasson (2009). The Aesthetic Threat. in Barbara Czarniawska ed., Organizing in the Face of Threat and Risk. Cheltenham: Edward Elgar Publishing. [order book]
Peter Zackariasson and Timothy L. Wilson (2009). Playing With Video Games. Creativity Economy and Beyond. Helsinki, Finland 9-10 September.
Peter Zackariasson, Nils Wåhlin and Timothy L. Wilson (2009). Marketing in MMOGs: Market Segmentation, Virtual Identities and Product Positioning. Association of Marketing Theory and Practice (AMTP).
Peter Zackariasson and Timothy L. Wilson (2009). Publisher Value in the Video Game Industry. The 20th Annual NFF Conference: “Business as Usual”. Turku/Åbo, Finland 19-21 August.
Peter Zackariasson and Timothy L. Wilson (2009). Basics in the Marketing of Video Games: The Nature of the Offering, Internal Marketing of Projects, and a Project Managers View of the Overall Process. The 20th Annual NFF Conference: “Business as Usual”. Turku/Åbo, Finland 19-21 August.
2008
Peter Zackariasson and Timothy L. Wilson (2008). Game On: Competition and Competitiveness in the Video Game Industry. Competition Forum, 6 (1/2). pp 43-52.
2007
Peter Zackariasson (2007). World Builders: A Study on the Development of a Massively Multiplayer Online Role-Playing Game. Doctorate Thesis. Umeå School of Business, Umeå University.
Annika Andersson, Barbro Anell, Thomas Blomquist, Markus Hällgren, Timothy Wilson and Peter Zackariasson (2007). Challenges in Project Management: Grabbing the Elephant. Projects & Profits, Special Issue 7(12) pp. 33-37.
Peter Zackariasson (2007). Det estetiska hotet. in Barbara Czarniawska, Andreas Diedrich et al. Organisering kring hot och risk. Lund: Studentlitteratur.
Peter Zackariasson and Timothy L. Wilson (2007). Marketing of Video Games: A Project Managers View. in The Gaming Industry – an Introduction. Sreedhar, G.V.S., ed., Andra Pradesh, India: ICFAI Press, Chapter 6.
Peter Zackariasson and Timothy L. Wilson (2007). Relationship in Video Game Development. Relationship Marketing Summit. Buenos Aires, Argentina, December 13-15.
Eva Gustavsson and Peter Zackariasson (2007). Heroines and “pink plots”: The representation of gender in video games. Gender, Work and Organization, 5th international interdisciplinary conference. Keel University, UK, June 27-29.
Peter Zackariasson and Timothy L. Wilson (2007). Competition and Competitiveness in the Video Game Industry. American Society for Competitiveness Conference. Goa, India, January.
2006
Peter Zackariasson, Alexander Styhre and Timothy L. Wilson (2006). Phronesis and Creativity: Knowledge Work in Video Game Development. Creativity and Innovation Management vol. 15, nr.4. pp. 419-429.
Nominated for The Tudor Rickards Best Paper Award 2006
Martin Walfisz, Peter Zackariasson and Timothy L. Wilson (2006). Real-Time Strategy: Evolutionary Game Development. Business Horizons vol. 49, issue 6. pp. 487-498.
Peter Zackariasson, Martin Walfisz and Timothy L. Wilson (2006). Management of Creativity in Video Game Development: A Case Study. Services Marketing Quarterly vol. 27, nr. 4. pp. 73-97.
Peter Zackariasson and Timothy L. Wilson (2006). Entrepreneurship Inside and Outside of Video Games. 2nd Aalborg University Conference on Internationalisation of Companies and Inter-Cultural Management. Aalborg, Denmark, 25-27 October.
Peter Zackariasson, Tomas Blomquist and Timothy L. Wilson (2006). Internal project marketing – a case study. Association of Marketing Theory and Practice (AMTP) proceedings, Josep Chapman (ed.), pp. 89-94.
Peter Zackariasson and Timothy L. Wilson (2006). Marketing of Video Games “A”: A Product Managers View. Association of Marketing Theory and Practice (AMTP) proceedings, Josep Chapman (ed.), pp. 231-236.
Peter Zackariasson and Timothy L. Wilson (2006). Marketing of Video Games “B”: The Nature of the Offering. Association of Marketing Theory and Practice (AMTP) proceedings, Josep Chapman (ed.), pp. 237-243.
2005
Peter Zackariasson, Tomas Blomquist and Timothy L. Wilson (2005). EPM in Videogame Development: Life amongst Lindblomian Cyborgs. in Enterprise Project Management: An Introduction. Y. Chandra Sekhar, ed., Andra Pradesh, India: ICFAI Press, chapter 10.
Peter Zackariasson (2005). World Builders: Inscribing Laws and Rules Into Computer Games. The 18th Scandinavian Academy of Management conference. Århus, Denmark, 18-20 August.
Eva Gustavsson and Peter Zackariasson (2005). The Online Consumption of Identities: Heroes and Heroines in Gaming and Online Entertainment. The 18th Scandinavian Academy of Management conference. Århus, Denmark, 18-20 August.
Peter Zackariasson and Timothy L. Wilson (2005). Marketing Considerations for Massively Multiplayer Online Games (MMOG). The 18th Scandinavian Academy of Management conference. Århus, Denmark, 18-20 August.
Peter Zackariasson and Timothy L. Wilson (2005). Decision Making in Situations Involving Institutionalized Creativity: the Development of Videogames. Northeast Decision Sciences Institute. Philadelphia, USA, March 30 – April 1.
Peter Zackariasson and Timothy L. Wilson (2005), Management of Creativity in Videogame Development. Association of Marketing Theory and Practice Proceedings – Expanding Marketing Horizons into the 21st Century, Joseph Chapman, ed., 236-240.
2004
Peter Zackariasson, Tomas Blomquist and Timothy L. Wilson (2004). EPM in Videogame Development: Life Amongst Lindblomian Cyborgs. Projects & Profits, Special Issue: Enterprise Project Management vol. 4, nr. 11. pp. 77-85.
Peter Zackariasson and Timothy L. Wilson (2004). Internetworked After-Sales Service. Industrial Marketing Management vol. 33, nr. 2. pp. 75-86.
Peter Zackariasson and Timothy L. Wilson (2004). Massively Multiplayer Online Games: A 21st Century Service? Other Players conference. Copenhagen, Denmark, 6-8 December.
2003
Peter Zackariasson (2003). Cyborg Leadership: Including Nonhuman Actors in Leadership. Licentiate Thesis. Umeå School of Business, Umeå University.
Gert-Olof Boström, Peter Zackariasson and Timothy L. Wilson (2003). CAD and Consequences in the Swedish Architectural Industry. Services Marketing Quarterly vol. 25, nr. 2. pp. 25-41.
Gert-Olof Boström, Peter Zackariasson and Timothy L. Wilson (2003). Technology and Change in the Swedish Architectural Industry. 17th Nordic Conference on Business Studies Reykjavik, Iceland, 14-16 August.
Gert-Olof Boström, Peter Zackariasson and Tim Wilson (2003). Technology and Change in a Professional Service Industry. Association of Marketing Theory and Practice Conference Proceedings: Expanding Marketing Horizons into the 21st Century, Brenda Ponsford, ed.,9.31-9.33.
2002
Peter Zackariasson and Timothy L. Wilson (2002). Technology, After Sales Service and Organizations. Association of Marketing Theory and Practice (AMTP) Georgia, USA, 28-30 March.
2001
Peter Zackariasson and Henrik Linderoth (2001). Internetworked organizations – a theoretical starting point. 16th Nordic Academy of Management Meeting Uppsala, Sweden, August.

