The Expensive World Of Business Information
Believe it or not, you cannot find everything in Google! Have you ever done an online search and found the perfect industry report only to find that it costs over 5K? Did you know that libraries pay for many expensive databases that could be helpful in your secondary market research? Search engines like Google can only provide direct access to freely available information. Most of the web, including business information, lives in databases behind expensive paywalls. This paywall protected section of the internet is known as the deep web. Fortunately, some libraries pay to subscribe to databases so they can provide free access to their patrons - and many business databases can contain useful information such as articles, market research, and company reports.
There are several strategies you can use to access relevant business information on the deep web. First, we urge you to look up what business resources your local public or academic library can provide access to. Each database has its own arrangement, with unique interfaces and search features. It helps to know the structure and search terms of the specific database you are working with in order to retrieve effective results. Also, it is important to know that library databases are restricted by specific usage agreements. It can help to consult with a librarian if you have trouble navigating a specific database. They may also be able to help you find comparable information elsewhere. Libraries with robust business collections might also have useful e-books, directories and trade journals. As you conduct your secondary market research you will likely need to consult both free and deep web resources.
For more information about how and why to use business databases, check out our video tutorial, Module Four: Conducting Your Industry Research.
Business Resources at Academic Libraries
Colleges and Universities with business programs will have useful business collections you may be able to get access to through their academic library. Often these academic libraries can provide the general public with access to their collections, which include electronic resources like databases and e-books. For example, they could have alumni or community cards, and can provide temporary "guest" passes in certain situations. Contact your local college or university library to see what they can provide. Please note: you probably will not get access to their electronic resources with remote access.
Databases For Industry Research
UBC Library Business Databases
How to access: If you are a UBC student, staff, faculty or in-person library visitor you may have access to business databases through the David Lam Management Research Library and Canaccord Learning Commons through the links below.
Full Listing By Title or Full Listing By Subject
There are two different ways to identify databases, use 'by title' if you already know the name. Otherwise, you can use the list 'by subject' to find starting places for doing market research, finding articles or researching companies. To learn more about how you can access library resources if you are a community user or temporary visitor check out the UBC Library Community Users & Visitors Guide. Community users and temporary visitors may have additional access restrictions to specific databases because of license agreements.
Provincial Library Database Partners
How to access:Check out the database list and note the License Participants to find out which institutions have access. Otherwise, contact your local post-secondary library to see what they offer.
BC Electronic Library Network (ELN) Research Databases
ELN licenses databases with partner academic libraries. These include LexisNexis, Canadian Newstand, Hoovers, CBCA Business, ABI/INFORM Complete and others that may be of interest to business researchers.
ABI/INFORM Collection
How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource.
Created by ProQuest this database contains full-text articles from over 1,000 business magazines and journals that track business conditions, trends, management techniques, corporate strategies, and industry-specific topics.
- Huang, W. (2018). Management of Flexibility in Continuous Product Development: The Case of the Online Game Industry. Annals of Business Administrative Science, 17(5), 215-225. https://doi.org/10.7880/abas.0180921a
- Li, C. (2018). Self-Efficacy and Innovation Effectiveness in the Online Game Industry. Total Quality Management & Business Excellence, 29(11/12), 1482-1502. DOI: 10.1080/14783363.2016.1266247
- Parker, F., & Jenson, J. (2017). Canadian Indie Games Between the Global and the Local. Canadian Journal of Communication, 42(5), 867-891. DOI: 10.22230/cjc.2017v4n5a3229
BCC Research Centre
How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource. Otherwise, contact your local library to see if they provide access.
Publishes 250 reports annually that are complete with market intelligence, five-year forecasts, statistical and analytical data, key players, market share, industry structure and dynamics, and technological shifts and trends.
- Bhandari, A. (2017). Mobile and Wearable Gaming Technologies: Global Markets. Retrieved from: https://www.bccresearch.com/market-research/information-technology/mobile-and-wearable-gaming-technologies-global-markets.html
- The Business Research Company. (2019). Software Products Market Global Briefing 2019. Retrieved from: https://www.bccresearch.com/epublish/index/market-briefs-details/mbreport/AR~~HubUU+g==
- The Business Research Company. (2018). Software Publishers Global Marketing Briefing 2018 Report. Retrieved from: https://www.bccresearch.com/epublish/index/market-briefs-details/mbreport/AR~~Huiw1+Q==
- The Business Research Company. (2018). Virtual Reality Technologies: Global Market to 2022. Retrieved from: https://www.bccresearch.com/market-research/information-technology/virtual-reality-technologies-global-market.html
Business Source Ultimate
How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource. Otherwise, contact your local library to see if they provide access.
Includes financial data, books, videos, company profiles, SWOT analyses, industry profiles, country reports, market research reports and case studies. Also includes information on industry trends, forecasts, outlooks, competitors, how to run a specific business and much more.
- Barnes Reports. (2018, December 15). Software Publishing Industry (NAICS 51121). Retrieved from Business Source Complete database.
- Cha, J. (2017). Crowdfunding for Video Games: Factors that Influence the Success of and Capital Pledged for Campaigns. The International Journal on Media Management, 19(3), 240-259. DOI: 10.1080/14241277.2017.1331236
- Heimo, O.I., Harviainen, J.T., Kimppa, K.K., & Makila, T. (2018). Virtual to Virtuous Money: A Virtue Ethics Perspective on Video Game Business Logic. Journal of Business Ethics, 153(1), 95-103. DOI: 10.1007/s10551-016-3408-z
- Kaimann, D., Stroh-Maraun, N., Cox, J. (2018). A Duration Model Analysis of Consumer Preferences and Determinants of Video Game Consumption. Journal of Consumer Behaviour, 17(3), 290-301. DOI: 10.1002/cb.1711
- MarketLine. (2019, January 10). Ubisoft Entertainment S.A.: Company Profile. Retrieved from Business Source Complete database.
- MarketLine. (2019, January 4). Activision Blizzard, Inc: Company Profile. Retrieved from Business Source Complete database.
- MarketLine. (2018, November 13). Sony Corporation: Company Profile. Retrieved from Business Source Complete database.
- MarketLine. (2018, October 16). Electronic Arts Inc.: Company Profile. Retrieved from Business Source Complete database.
- MarketLine. (2018, September 10). GameStop Corp: Company Profile. Retrieved from Business Source Complete database.
- MarketLine. (2018, August 22). Microsoft Corporation. Retrieved from Business Source Complete database.
- MarketLine. (2018). Games Software in the United States. Retrieved from Business Source Complete database.
- MarketLine. (2017, August 17). Nintendo Co., Ltd.: Company Profile. Retrieved from Business Source Complete database.
- Song, H., Jung, J., & Cho, D. (2017). Platform Competition in the Video Game Console Industry: Impacts of Software Quality and Exclusivity on Market Share. Journal of Media Economics, 30(3), 99-120. DOI: 10.1080/08997764.2018.1449750
- Thurner, T.W., Kroenert, M.K., & Goersch, A. (2019). Shifting Business Models in the Electronic Gaming Industry – From Publisher Backing to Co-creation and Crowdfunding. International Journal of Entrepreneurship & Innovation Management, 23(3), 246-260.
First Research Industry Profiles
How to access: If you are UBC student, staff, or faculty you can access many of these reports through ABI/INFORM.
Covers over 900 industry segments. Updated on a quarterly basis, these industry profiles contain critical analysis, statistics and forecasts to help you engage key prospects, coach key clients, and deepen customer relationships. You can search for reports by NAICS, SIC or keyword or browse by category.
- First Research Industry Profiles. (2019). Computer Software – Quarterly Update 5/27/2019. Retrieved from: https://search.proquest.com/docview/2234474683/AED62998B60B4EDFPQ/13?accountid=14656
- First Research Industry Profiles. (2018). Entertainment & Games Software – Quarterly Update 10/8/2018. Retrieved from: https://search.proquest.com/docview/2135647425/6C9F4E7C44644242PQ/3?accountid=14656
IBISWorld Industry Reports
How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource.
IBISWorld research is an independent, professional publisher of high-quality market research reports. These reports analyze the underlying structure and external forces that drive an industry.
- Diehl, H. (2018). IBISWorld Industry Report 51121e: Video Game Software Publishing in the US. Retrieved from: http://clients1.ibisworld.com/reports/us/industry/default.aspx?entid=1993
- Hyland, R. (2019). IBISWorld Industry Report NN003: Video Games in the US. Retrieved from: http://clients1.ibisworld.com/reports/us/industry/default.aspx?entid=2003
- Ozelkan, E. (2019). IBISWorld Industry Report 51121CA: Software Publishing in Canada. Retrieved from: http://clients1.ibisworld.com/reports/ca/industry/default.aspx?entid=1239
Mergent Online
How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource.
Provides access to US and international public company data. This database also contains data on companies that were acquired, went bankrupt, liquidated or merged out of existence from 1995 forward. Users can compare companies and export data into programs like Excel.
- Mergent. (n.d.). Activision, Blizzard, Inc. (NMS: ATVI). Retrieved from: http://www.mergentonline.com/companydetail.php?compnumber=126122&pagetype=synopsis
- Mergent. (n.d.). Electronic Arts, Inc. (NMS: EA). Retrieved from: http://www.mergentonline.com/companydetail.php?compnumber=62773&pagetype=synopsis
- Mergent. (n.d.). GameStop Crop (NYS: GME). Retrieved from: http://www.mergentonline.com/companydetail.php?compnumber=105426&pagetype=synopsis
- Mergent. (n.d.). Microsoft Corporation (NMS: MSFT). Retrieved from: http://www.mergentonline.com/companydetail.php?compnumber=46247&pagetype=synopsis
- Mergent. (n.d.). Ubisoft Entertainment SA (NBB : UBSF Y). Retrieved from: http://www.mergentonline.com/companydetail.php?compnumber=94301&pagetype=synopsisMergent. (n.d.). Activision, Blizzard, Inc. (NMS: ATVI). Retrieved from: http://www.mergentonline.com/companydetail.php?compnumber=126122&pagetype=synopsis
- Mergent. (n.d.). Microsoft Corporation (NMS: MSFT). Retrieved from: http://www.mergentonline.com/companydetail.php?compnumber=46247&pagetype=synopsisMergent. (n.d.). Nintendo Co., Ltd. (NBB: NTDO Y). Retrieved from: http://www.mergentonline.com/companydetail.php?compnumber=59316&pagetype=synopsis
- Mergent. (n.d.). Sony Corp (NYS: SNE). Retrieved from: http://www.mergentonline.com/companydetail.php?compnumber=7676&pagetype=synopsis
- Mergent. (n.d.). Ubisoft Entertainment SA (NBB : UBSF Y). Retrieved from: http://www.mergentonline.com/companydetail.php?compnumber=94301&pagetype=synopsis
WARC: World Advertising Research Center
How to access: If you are a UBC student, staff, faculty or in-person library visitor you can access this resource.
WARC has case studies from major companies and advertising agencies, as well as articles from leading advertising journals and unpublished papers. It also includes company profiles, advertising spending statistics, and demographic and economic data.
- Clapp, R. (2019). China to Extend its Lead as Largest Video Games Market. WARC Data Points. Retrieved from: https://www.warc.com/content/article/warc-datapoints/china_to_extend_its_lead_as_largest_video_games_market/126958
- Computer and Video Game Design & Development (Emerging Industry Overview). (2011). Encyclopedia of Emerging Industries. Retrieved from: https://www.warc.com/content/article/gale-eei/computer_and_video_game_design_development_emerging_industry_overview/95618
- Packaged Software. (2011). Encyclopedia of Global Industries. Retrieved from: https://www.warc.com/content/article/gale-egi/packaged_software_global_industry_overview/95559
- Pena-Taylor, S. (2019). Trend Shapshot: Fortnite and the rise of Mass-participation Games. WARC Trends. Retrieved from: https://www.warc.com/content/article/warc-trends/trend_snapshot_fortnite_and_the_rise_of_massparticipation_games/125733
- What’s Working in Mobile, Apps and Games. (2019). WARC Category Intelligence. Retrieved from: https://www.warc.com/content/article/warc-wwi/whats_working_in_mobile_apps_and_games/124762
Newspapers and News Sources - UBC Library Research Guide
How to access: The guide can be viewed through the link below. Individual resources and databases will have different access requirements.
UBC Library has an excellent collection of current and historical newspapers from B.C., Canada, and around the world. UBC affiliates will have access to these resources.