(For more information and access please check academia.edu)

Work in Progress

Peter Zackariasson and Mikolaj Dymek (forthcoming). Marketing of video games: unleashing the full potential of games (tentative title). London: Routledge.

Mikolaj Dymek and Peter Zackariasson eds. (forthcoming). The Business of Gamification. New York: Routledge.

Peter Zackariasson and Elena Raviola eds. (forthcoming). The colonization of no man’s land: building a common ground for art and business (tentative title). New York: Routledge.

Peter Zackariasson and Johan Hagberg (submitted). Formation of Video Game Markets: Understanding technological and market innovation through the configuration of agencements.

2015

Peter Zackariasson (2015). Online Gaming and Business Models. in Aphra Kerr and James Ivory, CMC: Online Gaming. International Encyclopaedia of Digital Communication & Society. London: Blackwell-Wiley.

Hanna Niklasson and Peter Zackariasson (2015). Market places of urban art. Consumer Culture Theory Conference, June 18-21, Fayetteville, US.

Bibiana Pulido and Peter Zackariasson (2015). The stranger within: “boundaryless careers” in Qubeck and Sweden’s video game cluster. SCOS, July 11-14, Nottingham, UK.

Stephen Webley and Peter Zackariasson (2015). Das Heimlich von Kriege – War is Hell, Hell is Home: Ideology, War and the Mobilisation of the Home. SCOS, July 11-14, Nottingham, UK.

2014

Philippe Chantepie, Laurent Michaud, Laurent Simon and Peter Zackariasson, eds. (2014). Video Game Business Models and Monetization. Communications & Strategies, special issue. 94(2).

Peter Zackariasson (2014). Mentorship in Academia. International Journal of Managing Projects in Business. vol. 4(7).

Peter Zackariasson (2014). Warning! Trespass at your own risk: how fine arts travel and are politicized, 3-5 July, Rotterdam, Holland.

Peter Zackariasson and Claudia Schnugg (2014). Playing music/playing musician: a study of the production of music. Standing Conference on Organizational Symbolism, Utrecht, the Netherlands, 7-10 July 2014.

Peter Zackariasson (2014). Exposing the Monster in Media: A study of Ducati’s product placement strategies. 19th DMI: Academic Design Management Conference, September 2-4, London, United Kingdom.

Peter Zackariasson (2014). Thank You for the Demon: a Practice Study of Heavy Metal Performance. 13th International Colloquium on Nonprofit, Arts, Heritage, and Social Marketing. 3 sep, Birmingham.

2013

Peter Zackariasson and Timothy L. Wilson (2013). The New business logics of video games: Triple evolutionary processes in perspective.  Competition Forum, 11 (1), 56-64.

Peter Zackariasson (2013). The role of creativity. in S. Hotho & N. McGregor eds. Changing the Rules of the Game. London: Palgrave.

Peter Zackariasson and Timothy L. Wilson (2013). The role of the customer – from sales to co-production. in S. Hotho & N. McGregor eds. Changing the Rules of the Game. London: Palgrave.

Peter Zackariasson (2013). Cold fusion – Sponsorship Practices in Swedish Motorsport. 22nd Nordic Academy of Management Conference, Reykjavik 21-23 August.

Ulf Sandqvist and Peter Zackariasson (2013). Business logics in Cultural Industries: The case of the Video Game Industry. 22nd Nordic Academy of Management Conference, Reykjavik 21-23 August.

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. [order book]

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. New Dehli: Excel Publishing. [order book]

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. New Dehli: Excel Publishing.

Timothy L. Wilson and Peter Zackariasson (2012). Video Games: Past, Present, Future. NABET conference 25-26 Oct, Dallas, US.

Peter Zackariasson (2012). Translation, Transmission and Interaction: Making the Museum of World Culture Relevant to Local Culture. 11th International Colloquium on Nonprofit, Arts, Heritage, and Social Marketing. 19 sep, London.

Peter Zackariasson (2012) The Market Game: developing video games, creating gamers. IMP, Rome 13-15 Sep.

Peter Zackariasson (2012). Narrating Organizational Development: Translating video game development to organizational undertakings. SCOS, 11-14 July, Barcelona.

Peter Zackariasson (2012). 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.

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). Paradigm Shifts in the Video Game Industry. Competitiveness Review, 20(2), pp. 139-151.

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.