Gaming the Market

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Publisher : John Wiley & Sons
ISBN 13 : 0471168130
Total Pages : 225 pages
Book Rating : 4.4/5 (711 download)

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Book Synopsis Gaming the Market by : Ronald B. Shelton

Download or read book Gaming the Market written by Ronald B. Shelton and published by John Wiley & Sons. This book was released on 1997-04-25 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: Die Spieltheorie betrachtet Entscheidungen als "Schachzüge" in einem Spiel, dessen Ausgang von den Entscheidungen aller Spieler bestimmt wird. Diese Theorie wird hier erstmals auf Investmentgeschäfte am Finanzmarkt angewendet. Nach der Definition der "Spielregeln" und der "Spieler" wird, basierend auf Formeln der Wahrscheinlichkeitsrechnung, ein Spielmodell entwickelt, das die Rentabilität von beliebigen Finanzaktionen wie Aktienkauf und -verkauf vorhersagt.

Game-Based Marketing

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Publisher : John Wiley & Sons
ISBN 13 : 0470562234
Total Pages : 240 pages
Book Rating : 4.4/5 (75 download)

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Book Synopsis Game-Based Marketing by : Gabe Zichermann

Download or read book Game-Based Marketing written by Gabe Zichermann and published by John Wiley & Sons. This book was released on 2010-03-29 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Harness the power of games to create extraordinary customer engagement with Game-Based Marketing. Gamification is revolutionizing the web and mobile apps. Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards – these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities. Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga’s Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as: Why good leaderboards shouldn’t feature the Top 10 players. Most games are played as an excuse to socialize, not to achieve. Status is worth 10x more than cash to most consumers. Badges are not enough: but they are important. You don’t need to offer real-world prizing to run a blockbuster sweepstakes. And learn even more: How to architect a point system that works Designing the funware loop: the basics of points, badges, levels, leaderboards and challenges Maximizing the value and impact of badges Future-proofing your design Challenging users without distraction Based on the groundbreaking work of game expert and successful entrepreneur Gabe Zichermann, Game-Based Marketing brings together the game mechanics expertise of a decade’s worth of research. Driven equally by big companies, startups, 40-year-old men and tween girls, the world is becoming increasingly more fun. Are you ready to play?

Future Gaming

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Publisher : MIT Press
ISBN 13 : 1906897557
Total Pages : 162 pages
Book Rating : 4.9/5 (68 download)

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Book Synopsis Future Gaming by : Paolo Ruffino

Download or read book Future Gaming written by Paolo Ruffino and published by MIT Press. This book was released on 2018-05-04 with total page 162 pages. Available in PDF, EPUB and Kindle. Book excerpt: A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

Games and Gamification in Market Research

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Author :
Publisher : Kogan Page Publishers
ISBN 13 : 0749483369
Total Pages : 361 pages
Book Rating : 4.7/5 (494 download)

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Book Synopsis Games and Gamification in Market Research by : Betty Adamou

Download or read book Games and Gamification in Market Research written by Betty Adamou and published by Kogan Page Publishers. This book was released on 2018-11-03 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research.

Gaming Globally

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Author :
Publisher : Springer
ISBN 13 : 1137006331
Total Pages : 388 pages
Book Rating : 4.1/5 (37 download)

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Book Synopsis Gaming Globally by : N. Huntemann

Download or read book Gaming Globally written by N. Huntemann and published by Springer. This book was released on 2016-01-26 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.

The Economics of Online Gaming

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Publisher : Business Expert Press
ISBN 13 : 1948580926
Total Pages : 147 pages
Book Rating : 4.9/5 (485 download)

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Book Synopsis The Economics of Online Gaming by : Andrew Wagner

Download or read book The Economics of Online Gaming written by Andrew Wagner and published by Business Expert Press. This book was released on 2020-02-14 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. This book is made from the connections that the author saw when he compared his experience inside a video game with what he learned through a formal study of economic theory. Set in the Massively Multiplayer Online Role-Playing Game (MMORPG) of Eternal Lands, it follows the true story of Mr. Mind, a gamer who builds a business inside the game world that he calls RICH. This business grows from a small start-up to an unregulated natural monopoly that abuses its market power by intentionally losing money to drive competitors out of business. RICH becomes so influential that it breaks the market process with a unique case of regulatory capture. Through this story, the book demonstrates how economic thinking is absorbed by experimenting inside an online video game. The Economics of Online Gaming covers basic economic concepts, unique economic issues, and general economic themes. Each of these topics begins with the context of a story and continues with an explanation of the economic theory behind it, finishing with a relevant real-world connection. It supports economic theory in an emotional way that cannot be shared through math or charts or graphs. Appendix B provides a comprehensive outline of ideas for teaching and discussion in each chapter.

Gaming in Academic Libraries

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Author :
Publisher : Association of College & Research Libraries
ISBN 13 :
Total Pages : 248 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Gaming in Academic Libraries by : Amy Harris

Download or read book Gaming in Academic Libraries written by Amy Harris and published by Association of College & Research Libraries. This book was released on 2008 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book aims to show how librarians in colleges and universities of varying sizes, populations, and locations have successfully incorporated gaming into their libraries.-Introduction. In an attempt to encompass the variety of ways games are being incorporated into libraries, this book has been divided into three sections: game collections and curricular support, gaming as marketing and gaming as an information literacy tool.

Game Analytics

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Publisher : Springer Science & Business Media
ISBN 13 : 1447147693
Total Pages : 800 pages
Book Rating : 4.4/5 (471 download)

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Book Synopsis Game Analytics by : Magy Seif El-Nasr

Download or read book Game Analytics written by Magy Seif El-Nasr and published by Springer Science & Business Media. This book was released on 2013-03-30 with total page 800 pages. Available in PDF, EPUB and Kindle. Book excerpt: Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Korea's Online Gaming Empire

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Author :
Publisher : MIT Press
ISBN 13 : 0262288966
Total Pages : 201 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis Korea's Online Gaming Empire by : Dal Yong Jin

Download or read book Korea's Online Gaming Empire written by Dal Yong Jin and published by MIT Press. This book was released on 2010-10-01 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.

One Up

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Publisher : Columbia University Press
ISBN 13 : 0231552211
Total Pages : 317 pages
Book Rating : 4.2/5 (315 download)

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Book Synopsis One Up by : Joost van Dreunen

Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.

Game Theory for Business

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Publisher : Probabilistic Publishing
ISBN 13 : 9780964793873
Total Pages : 173 pages
Book Rating : 4.7/5 (938 download)

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Book Synopsis Game Theory for Business by : Paul A. Papayoanou

Download or read book Game Theory for Business written by Paul A. Papayoanou and published by Probabilistic Publishing. This book was released on 2010 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Business executives, managers, and negotiators regularly interact in ways that resemble a game of chess. Yet while game theory is the leading tool in academia for analyzing such interdependent choices, its use in the business world has been limited by its perceived lack of practicality. Until now, that is. "Game Theory for Business: A Primer in Strategic Gaming" outlines a straightforward, practical approach for using game theory. The book demonstrates how Strategic Gaming has, can, and should be applied to help savvy strategists and negotiators shape and play the game of business effectively.

Target Corporation

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Publisher :
ISBN 13 : 9781473995253
Total Pages : pages
Book Rating : 4.9/5 (952 download)

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Book Synopsis Target Corporation by : Richard E. Wilson

Download or read book Target Corporation written by Richard E. Wilson and published by . This book was released on 2010 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Target Corporation is concerned that the company might be left out of one of its most lucrative and attractive product categories, video games and game players, as these products increasingly migrate to digital distribution models. What steps should the company take to maintain its relevance and build sustainable competitive advantage as these trends play out? What are the implications for the companys multi-channel online and offline format portfolio going forward?

Game On

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Publisher : John Wiley & Sons
ISBN 13 : 1118089308
Total Pages : 311 pages
Book Rating : 4.1/5 (18 download)

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Book Synopsis Game On by : Jon Radoff

Download or read book Game On written by Jon Radoff and published by John Wiley & Sons. This book was released on 2011-03-16 with total page 311 pages. Available in PDF, EPUB and Kindle. Book excerpt: A never-before published look at the many possibilities of social game development As one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making tools Drills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experience Reviews what works and what doesn?t using a range of real-world scenarios as examples Author Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology. Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games.

Gaming in the New Market Environment

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Author :
Publisher : Springer
ISBN 13 : 0230582613
Total Pages : 224 pages
Book Rating : 4.2/5 (35 download)

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Book Synopsis Gaming in the New Market Environment by : M. Virén

Download or read book Gaming in the New Market Environment written by M. Virén and published by Springer. This book was released on 2008-06-17 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming markets are evolving rapidly. Spearheading this change is the internet, which has enabled cross-border gambling on an unprecedented scale. This book explores the changing landscape of the gaming market and is a crucial companion for all looking for informed discussion on the future of gaming.

Innovation and Marketing in the Video Game Industry

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Author :
Publisher : CRC Press
ISBN 13 : 131711650X
Total Pages : 280 pages
Book Rating : 4.3/5 (171 download)

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Book Synopsis Innovation and Marketing in the Video Game Industry by : David Wesley

Download or read book Innovation and Marketing in the Video Game Industry written by David Wesley and published by CRC Press. This book was released on 2016-05-23 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.

Gaming the Iron Curtain

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Author :
Publisher : MIT Press
ISBN 13 : 026254928X
Total Pages : 401 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Gaming the Iron Curtain by : Jaroslav Svelch

Download or read book Gaming the Iron Curtain written by Jaroslav Svelch and published by MIT Press. This book was released on 2023-09-19 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc. Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.

Gamer Theory

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Author :
Publisher : Harvard University Press
ISBN 13 : 0674044835
Total Pages : 241 pages
Book Rating : 4.6/5 (74 download)

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Book Synopsis Gamer Theory by : McKenzie Wark

Download or read book Gamer Theory written by McKenzie Wark and published by Harvard University Press. This book was released on 2009-06-30 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ever get the feeling that life's a game with changing rules and no clear sides? Welcome to gamespace, the world in which we live. Where others argue obsessively over violence in games, Wark contends that digital computer games are our society's emergent cultural form, a utopian version of the world as it is. Gamer Theory uncovers the significance of games in the gap between the near-perfection of actual games and the imperfect gamespace of everyday life in the rat race of free-market society.