The Video Game Business

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Publisher : British Film Institute
ISBN 13 : 9781844573189
Total Pages : 240 pages
Book Rating : 4.5/5 (731 download)

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Book Synopsis The Video Game Business by : Randy Nichols

Download or read book The Video Game Business written by Randy Nichols and published by British Film Institute. This book was released on 2014-08-06 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: A dominant international cultural force, the video game industry is diverse and increasingly influential. In this illuminating study, Randy Nichols examines the origins, history, and current characteristics of the industry - including case studies of it's major players and analysis of it's culture, production processes and ties to other industries.

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.

Inside the Video Game Industry

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1134076517
Total Pages : 384 pages
Book Rating : 4.1/5 (34 download)

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Book Synopsis Inside the Video Game Industry by : Judd Ruggill

Download or read book Inside the Video Game Industry written by Judd Ruggill and published by Taylor & Francis. This book was released on 2016-11-03 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www.routledge.com/9780415828284.

The Video Game Industry

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Author :
Publisher : Routledge
ISBN 13 : 1136258248
Total Pages : 272 pages
Book Rating : 4.1/5 (362 download)

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Book Synopsis The Video Game Industry by : Peter Zackariasson

Download or read book The Video Game Industry written by Peter Zackariasson and published by Routledge. This book was released on 2012-08-21 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Game Plan

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Publisher : St. Martin's Press
ISBN 13 : 1250126940
Total Pages : 304 pages
Book Rating : 4.2/5 (51 download)

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Book Synopsis Game Plan by : Charles Wilson

Download or read book Game Plan written by Charles Wilson and published by St. Martin's Press. This book was released on 2016-06-21 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: National bestselling author Charles Wilson delivers a cutting-edge thriller based on real-life experiments at improving human intelligence currently underway in both government and private circles. Imagine a computer chip no bigger than the tip of a pencil. This chip, if implanted in a human brain, could give someone encyclopedic knowledge, lightning-fast reflexes and superior learning skills. In a remote military hospital in Montana, an experiment is being performed: implant the chip into the brains of five volunteers. These volunteers, four men and one woman, are all serving life sentences in prison. The experiment works...but the five criminals escape. One young doctor is pulled into the intrigue by the baffling murder of his medical school mentor. Can this one doctor stop the conspiracy of five powerful opponents...whose driving desire is absolute and total control?

Video Game Law

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Publisher : CRC Press
ISBN 13 : 042989239X
Total Pages : 254 pages
Book Rating : 4.4/5 (298 download)

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Book Synopsis Video Game Law by : S. Gregory Boyd

Download or read book Video Game Law written by S. Gregory Boyd and published by CRC Press. This book was released on 2018-06-28 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every vid- eo game company has the financial resources to retain in-house counsel – Video Game Law addresses many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Pyne and Sean F. Kane, the most prominent,sought after, and respected video game attorneys in the country, break down the laws and legal concepts that every game developer and industry professional needs to know to better protect their game and grow their company.

The GameDev Business Handbook

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Author :
Publisher :
ISBN 13 : 9780999329009
Total Pages : pages
Book Rating : 4.3/5 (29 download)

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Book Synopsis The GameDev Business Handbook by : Michael Futter

Download or read book The GameDev Business Handbook written by Michael Futter and published by . This book was released on 2017-12 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Video Games

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1474255426
Total Pages : 192 pages
Book Rating : 4.4/5 (742 download)

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Book Synopsis Video Games by : Andy Bossom

Download or read book Video Games written by Andy Bossom and published by Bloomsbury Publishing. This book was released on 2017-07-06 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.

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.

The Video Games Textbook

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Author :
Publisher : CRC Press
ISBN 13 : 1351172344
Total Pages : 392 pages
Book Rating : 4.3/5 (511 download)

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Book Synopsis The Video Games Textbook by : Brian J. Wardyga

Download or read book The Video Games Textbook written by Brian J. Wardyga and published by CRC Press. This book was released on 2018-08-06 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles.

Changing the Game

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Author :
Publisher : FT Press
ISBN 13 : 0137151756
Total Pages : 238 pages
Book Rating : 4.1/5 (371 download)

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Book Synopsis Changing the Game by : David Edery

Download or read book Changing the Game written by David Edery and published by FT Press. This book was released on 2008-10-07 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

The Business and Culture of Digital Games

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Author :
Publisher : SAGE
ISBN 13 : 9781412900478
Total Pages : 198 pages
Book Rating : 4.9/5 (4 download)

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Book Synopsis The Business and Culture of Digital Games by : Aphra Kerr

Download or read book The Business and Culture of Digital Games written by Aphra Kerr and published by SAGE. This book was released on 2006-04-06 with total page 198 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.

They Create Worlds

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Publisher : CRC Press
ISBN 13 : 042975261X
Total Pages : 575 pages
Book Rating : 4.4/5 (297 download)

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Book Synopsis They Create Worlds by : Alexander Smith

Download or read book They Create Worlds written by Alexander Smith and published by CRC Press. This book was released on 2019-11-19 with total page 575 pages. Available in PDF, EPUB and Kindle. Book excerpt: They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.

Playing to Wiin

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Publisher : John Wiley & Sons
ISBN 13 : 0470826932
Total Pages : 265 pages
Book Rating : 4.4/5 (78 download)

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Book Synopsis Playing to Wiin by : Daniel Sloan

Download or read book Playing to Wiin written by Daniel Sloan and published by John Wiley & Sons. This book was released on 2011-02-15 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: How Nintendo reclaimed its spot at the top of one of the world's most competitive industries Nintendo was once the dominant force in home video gaming--until Sony and Microsoft pummeled them with powerful new consoles. As those two giants battled each other for market share, Nintendo looked dead and buried. Then, true to its secretive, low-profile approach, Nintendo roared back into the market with its revolutionary Wii console and portable Nintendo DS system. Taking a completely different approach to gaming while embracing its creative roots, the company was back at the top of its game. But how did a struggling Japanese family company, with its origins in nineteenth-century playing cards, come to dominate a competitive, high-tech industry? Playing to Wiin details the key succession issue for Nintendo, the development of the DS and Wii consoles, and the creation of remarkable new gaming software. All these factors combined to drive Nintendo back to the top of the gaming world. Reveals the business strategy that led Nintendo back to the top of the gaming industry amidst fierce competition from bigger rivals An inspirational story of a stunning business turnaround and the hyper-creative minds behind it Written by an acclaimed financial and business journalist based in Tokyo Offering a fascinating inside look at a market-leading company once left for dead, Playing to Wiin is a must-read for executives and leaders interested in one of the greatest business turnarounds in history.

The GameDev Budgeting Handbook

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Author :
Publisher :
ISBN 13 : 9780999329078
Total Pages : pages
Book Rating : 4.3/5 (29 download)

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Book Synopsis The GameDev Budgeting Handbook by : Michael Futter

Download or read book The GameDev Budgeting Handbook written by Michael Futter and published by . This book was released on 2018-09 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Video Game Marketing

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Author :
Publisher : Routledge
ISBN 13 : 1317607465
Total Pages : 252 pages
Book Rating : 4.3/5 (176 download)

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Book Synopsis Video Game Marketing by : Peter Zackariasson

Download or read book Video Game Marketing written by Peter Zackariasson and published by Routledge. This book was released on 2016-10-04 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers", being a game developer isn’t just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell to them. Video Game Marketing: A student textbook is for development students or aspiring developers who want to know how to promote and sell the results of their efforts. This book is a much-needed guide to: • the essentials of marketing strategy; • video games as products or services; • marketing research for game development; • branding video games; • marketing through game: gamification, advergames. Replete with pedagogy to aid learning such as objectives and discussion questions for each chapter, this book is all that aspiring video game developers will need to unleash the potential of their games.

Breaking Into the Game Industry

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Author :
Publisher : Course Technology
ISBN 13 : 9781435458048
Total Pages : 0 pages
Book Rating : 4.4/5 (58 download)

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Book Synopsis Breaking Into the Game Industry by : Brenda Brathwaite

Download or read book Breaking Into the Game Industry written by Brenda Brathwaite and published by Course Technology. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.