Research articles for the 2021-01-16

Once índices bursátiles 2007- 7 enero 2021 y desempleo en 30 países 2000-2020 (Eleven Stock Market Indices 2007- January 7, 2021 and Unemployment in 30 Countries 2000-2020)
Fernandez, Pablo,Bañuls, Sofia
SSRN
Spanish Abstract: Se compara la evolución de once índices bursátiles en el periodo 2007- 7 enero 2021 y se comparan los descensos de la “crisis del coronavirus” y los de la crisis de 2007… (financiera en algunos países, política-regulatoria-inmobiliaria-financiera en otros…), que en algunos países puede darse por solucionada y en otros todavía no.El índice menos rentable en 2019-2020 fue el español IBEX 35.También se muestra la evolución del desempleo en 30 países en el periodo 2000-2020. Los dos países con mayor desempleo en febrero de 2013 y en 2020 fueron Grecia y España.English Abstract: The evolution of eleven stock market indices in the period 2007-7 January 2021 is compared and the declines of the “coronavirus crisis” are compared with those of the 2007 crisis… (financial in some countries, policy-regulatory-real estate-financial in others ...), which in some countries may be considered resolved and in others not yet. The least profitable index in 2019-2020 was the Spanish IBEX 35. The evolution of unemployment in 30 countries in the period 2000-2020 is also shown. The two countries with the highest unemployment in February 2013 and in 2020 were Greece and Spain.

The Impact of COVID-19 on the Video Game Industry
Şener, Deniz,Yalçın, Türkan,Gulseven, Osman
SSRN
The COVID-19 pandemic has had unexpected consequences for many industries. One of these industries is the video game industry. People increased their time at home, and they turned to play games to socialize and get away from stress. In this study, we aim to examine the effects of COVID-19 on the game industry. In the first part of our study, we discussed the social and psychological effects of games on people during the pandemic period. The share values of essential companies in the gaming industry such as Electronic Arts, Activision-Blizzard, Ubisoft, Capcom, and Take-Two and the number of daily active users and active players of Steam, the digital game platform with millions of users, were examined. We observed that there is a significant increase in the number of active players and users daily. The hypothesis that large companies in the gaming industry increased their share values were established, and this hypothesis was confirmed as a result of the hypothesis tests. We examined the pandemic period, the sector's growth, and the economic dimension of this increase. Due to the increase in the demand for video games, game companies' stock prices are also increasing.