The Video Game Industry

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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.

Inside the Video Game Industry

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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.

Press Reset

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Publisher : Hachette UK
ISBN 13 : 1538735482
Total Pages : 304 pages
Book Rating : 4.5/5 (387 download)

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Book Synopsis Press Reset by : Jason Schreier

Download or read book Press Reset written by Jason Schreier and published by Hachette UK. This book was released on 2021-05-11 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.

Introduction to the Game Industry

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Author :
Publisher : Prentice Hall
ISBN 13 :
Total Pages : 766 pages
Book Rating : 4.:/5 (321 download)

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Book Synopsis Introduction to the Game Industry by : Michael E. Moore

Download or read book Introduction to the Game Industry written by Michael E. Moore and published by Prentice Hall. This book was released on 2007 with total page 766 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book "gives you a complete overview of how to create and market electronic games. You learn how the process works: from creating an idea for a game; describing the game concept in production documents ; building game assets such as artwork, game data, and code; to final packaging and marketing of the product. Author Michael Moore provides comprehensive coverage of key game-industry concepts such as the elements of gameplay, interface design, storytelling, and the economics of producing a successful game." - back cover.

Video Games

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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.

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.

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.

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.

Phoenix IV

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Publisher :
ISBN 13 : 9780964384804
Total Pages : 868 pages
Book Rating : 4.3/5 (848 download)

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Book Synopsis Phoenix IV by : Leonard Herman

Download or read book Phoenix IV written by Leonard Herman and published by . This book was released on 2017-07-15 with total page 868 pages. Available in PDF, EPUB and Kindle. Book excerpt: A year-by-year complete history of videogames from the late '50s through 2016.

Breaking Into the Game Industry

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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.

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.

A Precarious Game

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Publisher : Cornell University Press
ISBN 13 : 1501746553
Total Pages : 142 pages
Book Rating : 4.5/5 (17 download)

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Book Synopsis A Precarious Game by : Ergin Bulut

Download or read book A Precarious Game written by Ergin Bulut and published by Cornell University Press. This book was released on 2020-03-15 with total page 142 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South. A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives. Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.

Indie Video Game Development Work

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Author :
Publisher : Springer Nature
ISBN 13 : 3030455459
Total Pages : 252 pages
Book Rating : 4.0/5 (34 download)

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Book Synopsis Indie Video Game Development Work by : Alexander Styhre

Download or read book Indie Video Game Development Work written by Alexander Styhre and published by Springer Nature. This book was released on 2020-06-13 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a study of so-called indie video game developers that are widely regarded as the creative and innovative fringe of the video game industry. The video game industry is an exemplary entrepreneurial high growth industry that combines digital media, cinematographic representations and interactive gaming technologies, and uses global digital distribution channels to reach local gaming communities. The study examines a number of issues, concerns, challenges, and opportunities that indie developers are handling as part of their development work. The love of gaming and video games more specifically is the shared and unifying force of both so-called Triple-A developers and the indie developer community. Still, issues such as how to raise financial capital or otherwise fund the development work, or how to optimize the return on investment when video games are released on digital platforms are issues that indie developers need to cope with. The study is theoretically framed as a case of an innovation-led sector of the economy, yet being anchored in the Swedish welfare state model, wherein e.g., free tertiary education and social insurances and health case at low cost are provided and supportive of enterprising. This book will be valuable reading for academics working in the fields of knowledge management, innovation, and the creative economy.

The Psychology of Video Games

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Publisher : Routledge
ISBN 13 : 1000194760
Total Pages : 105 pages
Book Rating : 4.0/5 (1 download)

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Book Synopsis The Psychology of Video Games by : Celia Hodent

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Before the Crash

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Publisher : Wayne State University Press
ISBN 13 : 0814337228
Total Pages : 270 pages
Book Rating : 4.8/5 (143 download)

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Book Synopsis Before the Crash by : Mark J. P. Wolf

Download or read book Before the Crash written by Mark J. P. Wolf and published by Wayne State University Press. This book was released on 2012-06-15 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age.

Significant Zero

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Publisher : Simon and Schuster
ISBN 13 : 1501129953
Total Pages : 304 pages
Book Rating : 4.5/5 (11 download)

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Book Synopsis Significant Zero by : Walt Williams

Download or read book Significant Zero written by Walt Williams and published by Simon and Schuster. This book was released on 2017-09-19 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: "An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--

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.