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.

Innovation and Marketing in the Video Game Industry

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Author :
Publisher : Gower Publishing, Ltd.
ISBN 13 : 1409459624
Total Pages : 288 pages
Book Rating : 4.4/5 (94 download)

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

Download or read book Innovation and Marketing in the Video Game Industry written by Mr David Wesley and published by Gower Publishing, Ltd.. This book was released on 2012-08-28 with total page 288 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.

Game-Based Marketing

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Author :
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?

A Practical Guide to Indie Game Marketing

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Author :
Publisher : CRC Press
ISBN 13 : 1317625501
Total Pages : 143 pages
Book Rating : 4.3/5 (176 download)

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Book Synopsis A Practical Guide to Indie Game Marketing by : Joel Dreskin

Download or read book A Practical Guide to Indie Game Marketing written by Joel Dreskin and published by CRC Press. This book was released on 2015-12-22 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn how to market for your indie game, even with a small budget and limited resources. For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited staff and resources, this book is packed with recommendations and techniques that you can put to use immediately. As a seasoned marketing professional, author Joel Dreskin provides insight into practical, real-world experiences from marketing numerous successful games and also shares tips on mistakes to avoid. Presented in an easy to read format, A Practical Guide to Indie Game Marketing includes information on establishing an audience and increasing visibility so you can build successes with your studio and games. Through case studies, examples, guidelines and tips, you will learn best practices for developing plans for your game launches, PR, community engagement, channel promotions and more Sample timelines help you determine how long in advance of a launch to prepare your first public communications, when to announce your game, as well as recommended timing for releasing different game assets Book also includes marketing checklist 'cheat sheets', dos and don’ts and additional resources

Video Game Marketing

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1317607473
Total Pages : 164 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 Taylor & Francis. This book was released on 2016-10-04 with total page 164 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.

How to Market Your Game Like a Pro and Make Money

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Author :
Publisher :
ISBN 13 : 9781728880228
Total Pages : 196 pages
Book Rating : 4.8/5 (82 download)

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Book Synopsis How to Market Your Game Like a Pro and Make Money by : Nikhil Malankar

Download or read book How to Market Your Game Like a Pro and Make Money written by Nikhil Malankar and published by . This book was released on 2018-10-16 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: Your game has been on the store for almost more than a week, may be a month or may be even more than that but still you just can't manage to cross 100 downloads on your game. All your efforts and time you invested in your beloved game now seems like a grand waste of time. You feel as if you would have been better off doing something else. Well, worry not my friend. By the end of this book you will have found the answer to how to get your game noticed which will in turn help you boost your downloads.Or may be you are a developer who has had his game on the store for quite a while and initially the game performed well. Perhaps it even crossed 10,000 downloads in the first week but something went wrong after that. Somehow after that initial push of downloads things stalled. You are totally confused about what could have possibly gone wrong. All these questions and some more will be answered by the end of this book. This book covers legit ways to boost your game's downloads and engagement through 100% legal ways. One thing I personally promise you as the author of this book is that you won't be misled by being encouraged you to get fake downloads. That is just temporary fizz and would hurt your game in the long term. If someone tells you to boost your game's downloads using fake downloads and reviews then simply listen, smile, agree and then ignore their advice. Fake users are the worst thing that you can do to your game. The whole point of this book is to give your game that extra advantage in the market and showcase it in a way that will actually get audience excited for your game. Now, don't get misguided here. In order for all this marketing to work your game actually has to be good as well. Of course, this book will definitely help you boost your downloads and get your game noticed but if your game is bad then instead of focusing on marketing you should focus on improving it first. Don't worry, this book will help you out with that as well. Consider this book as your handy go to guide, it will serve you as a checklist and provide you with a roadmap to make your game successful.With that in mind I hope you have a wonderful time reading this book. I will try to keep the language as easy as possible and break down all the complex marketing things into easy examples that you can implement immediately as soon as you read a specific chapter.This book will primarily focus on Google Play Store as a platform for promoting your android games. However, if you understand the basic principles talked about in this book you may also utilise the same to market your games on any other platforms as well.

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.

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.

Gamedev

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Publisher :
ISBN 13 : 9781735232508
Total Pages : 270 pages
Book Rating : 4.2/5 (325 download)

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Book Synopsis Gamedev by : Wlad Marhulets

Download or read book Gamedev written by Wlad Marhulets and published by . This book was released on 2020-06-29 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you know nothing about game development, you're basically me before I started working on my first game DARQ. This book assumes no knowledge of game development on the reader's part. As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. Ultimately, DARQ became #42 Most Shared PC Video Game of 2019, according to Metacritic, with the average user rating of 9 out of 10. In my book, I'm sharing with you exactly how I did it. The book guides you through a step-by-step process of making a game: from downloading a game engine to releasing your first commercial title. The book features advice from 15 industry professionals, including Mark Kern (team lead of World of Warcraft), Quentin De Beukelaer (game designer of Assassin's Creed IV: Black Flag, Assassin's Creed Unity, Ghost Recon Breakpoint), Bjorn Jacobsen (sound designer of Cyberpunk 2077, Divinity: Fallen Heroes, Hitman), Austin Wintory (Grammy-nominated composer of Journey, ABZÛ, Assassin's Creed: Syndicate), and others. The foreword is written by my mentor John Corigliano, Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer.

Press Start

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Publisher : Bloomsbury Publishing
ISBN 13 : 1472970497
Total Pages : 289 pages
Book Rating : 4.4/5 (729 download)

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Book Synopsis Press Start by : Daniel Griffin

Download or read book Press Start written by Daniel Griffin and published by Bloomsbury Publishing. This book was released on 2019-11-28 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Shortlisted for the 2020 Business Book Awards Do you know someone obsessed with a mobile game like Candy Crush? Have you ever felt a rush when you completed a task... and perhaps another when you crossed it off your to-do list? Or maybe you have that one running-obsessed friend who has to log everything on their fitness app? The fact is, these obsessions and 'highs' affect all of us, and they can be powerful drivers in terms of how we behave. In an increasingly commoditized world, marketers are always looking for new ways to influence or motivate us to be better engaged with their products, services, and brands. This is marketing gamification: the practice of taking the motivational elements of games (like challenges, achievements and teams) and applying them intelligently in real-life situations to improve engagement and performance. With many success stories from the likes of LinkedIn, Delta Airlines, Starbucks, and Duolingo, marketing gamification is already a well-established practice, but many businesses are wary of jumping in without a guide - especially as there have been so many high-profile failures. Written specifically for marketing professionals, Press Start explores the benefits and uses of gamification, and ties together motivational psychology and case studies with popular game mechanics and design principles. More importantly, the book will provide readers with a step-by-step guide for successfully designing their own marketing gamification solutions.

Esports Business Management

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Publisher : Human Kinetics
ISBN 13 : 1492597236
Total Pages : 369 pages
Book Rating : 4.4/5 (925 download)

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Book Synopsis Esports Business Management by : David P. Hedlund

Download or read book Esports Business Management written by David P. Hedlund and published by Human Kinetics. This book was released on 2020-11-13 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: Esports have rapidly expanded from a pastime undertaken by casual players to one of the largest segments of the entertainment industry, in which hundreds of millions of people play and compete daily. Esports Business Management With HKPropel Access is one of the first textbooks to present an all-encompassing look into the world of esports business, will teach both aspiring students and sports professionals about the business of this rapidly expanding industry. Written by esports executives, business experts, and esports educators—and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation—the textbook offers a comprehensive approach to the operational side of esports, supplemented by a striking full-color design and dynamic imagery that will bring concepts to life. The text begins with a basic overview of the industry, including various levels of esports, culture, and social issues. Next, readers will explore the interests and concerns of various tiers of stakeholders—from title publishers and event organizers to leagues, sponsors, fans, and more—and learn about governance at multiple levels, from the international level to college conferences. A full look at the marketing engine of esports examines sponsorship opportunities, esports events and venues, and communications at all levels, including broadcasting, analytics, and social media. The book addresses managerial and business issues associated with running an esports-related entity, including financial and legal concepts as well as team and player management. The text concludes by examining careers found in the various segments of the industry and looking at the future of esports. Throughout the text, Zoning sidebars provide real-world spotlights that bring the concepts to life. Student learning will be enhanced by the related online learning aids delivered through HKPropel, with student exercises and case studies that apply content to life, industry profiles, and a list of Internet resources for further learning. While similarities exist between the sports and esports environments, there are also significant differences in how the esports industry must operate to thrive. Esports Business Management is the foundational text for understanding and working in this exciting, fast-paced industry. Note: A code for accessing HKPropel is not included with this ebook but may be purchased separately.

Digital Marketing Strategies and Models for Competitive Business

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Author :
Publisher : IGI Global
ISBN 13 : 1799829650
Total Pages : 240 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Digital Marketing Strategies and Models for Competitive Business by : Pinto, Filipe Mota

Download or read book Digital Marketing Strategies and Models for Competitive Business written by Pinto, Filipe Mota and published by IGI Global. This book was released on 2020-03-27 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Modern marketing practices have evolved to become a dynamic meeting point for technology practitioners and business professionals. Digital technologies have added a new paradigm to the way businesses are projected, communicated, and developed through their marketing activities, from message delivery to content production. Digital Marketing Strategies and Models for Competitive Business is a collection of innovative research that seeks to connect theory with application, identifying best practices over digital marketing to business purposes. While highlighting topics including consumer analysis, search engine marketing, and marketing communications, this book is ideally designed for marketers, managers, executives, advertisers, graphic designers, researchers, practitioners, entrepreneurs, policymakers, and educators.

The Evolution and Social Impact of Video Game Economics

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Author :
Publisher : Lexington Books
ISBN 13 : 1498543421
Total Pages : 182 pages
Book Rating : 4.4/5 (985 download)

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Book Synopsis The Evolution and Social Impact of Video Game Economics by : Casey B. Hart

Download or read book The Evolution and Social Impact of Video Game Economics written by Casey B. Hart and published by Lexington Books. This book was released on 2017-07-13 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.

Traction

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Publisher : S Curve Publishing
ISBN 13 : 0976339609
Total Pages : 247 pages
Book Rating : 4.9/5 (763 download)

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Book Synopsis Traction by : Justin Mares

Download or read book Traction written by Justin Mares and published by S Curve Publishing. This book was released on 2014-08-26 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most startups end in failure. Almost every failed startup has a product. What failed startups don't have are enough customers. Traction Book changes that. We provide startup founders and employees with the framework successful companies use to get traction. It helps you determine which marketing channel will be your key to growth. "If you can get even a single distribution channel to work, you have a great business." -- Peter Thiel, billionare PayPal founder The number one traction mistake founders and employees make is not dedicating as much time to traction as they do to developing a product. This shortsighted approach has startups trying random tactics -- some ads, a blog post or two -- in an unstructured way that will likely fail. We developed our traction framework called Bullseye with the help of the founders behind several of the biggest companies and organizations in the world like Jimmy Wales (Wikipedia), Alexis Ohanian (Reddit), Paul English (Kayak.com), Alex Pachikov (Evernote) and more. We interviewed over forty successful founders and researched countless more traction stories -- pulling out the repeatable tactics and strategies they used to get traction. "Many entrepreneurs who build great products simply don't have a good distribution strategy." -- Mark Andreessen, venture capitalist Traction will show you how some of the biggest internet companies have grown, and give you the same tools and framework to get traction.

Directing Video Games

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Author :
Publisher : Illusion Road
ISBN 13 : 0998637521
Total Pages : 236 pages
Book Rating : 4.9/5 (986 download)

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Book Synopsis Directing Video Games by : Brian Allgeier

Download or read book Directing Video Games written by Brian Allgeier and published by Illusion Road. This book was released on 2017-05-06 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt: What does a video game director actually do? What guiding principles do they follow while leading a team of game creators? Longtime Ratchet & Clank director, Brian Allgeier, boils down his decades of experience into 101 fully illustrated tips. Written for both aspiring and experienced creative leaders, this book covers the expansive and multi-faceted role of the director, from developing the initial vision to key methods on tackling design, story development, and production challenges. 5 essential qualities of a creative director: 1. Hold the Vision 2. Provide Structure 3. Keep a Creative Toolbox 4. Lead Effectively 5. Know Production For those who are curious about what it takes to be a video game director or want learn more about the art of creative collaboration, this book covers the basic principles for leading and inspiring a team to make great games. "Directing Video Games is a literal loot drop of knowledge, decades of experience concisely and expertly crafted into 101 densely packed tips. Even a page — with no exaggeration — can be transformative to a project’s success." —Brenda Romero, Award winning game designer "This book is one of a kind, and is essential reading for anyone who wants to lead the creation of a video game. It's full of great visuals and excellent advice, and belongs on every game director's bookshelf." —Richard Lemarchand, Associate Professor in the Interactive Media Division, USC "Born of expansive experience, this is a comprehensive book that both beginners and seasoned developers should keep at their side." —Michael John, Program Director of Games and Playable Media, UCSC "Brian has managed an incredible thing—to present a broadly complex, multi-faceted role in bite-sized, easy to digest nuggets of sage advice." —Marcus Smith, Creative Director of Resistance 3 and Sunset Overdrive

Information and Communication Technologies in Tourism 2022

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Author :
Publisher : Springer Nature
ISBN 13 : 3030947513
Total Pages : 503 pages
Book Rating : 4.0/5 (39 download)

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Book Synopsis Information and Communication Technologies in Tourism 2022 by : Jason L. Stienmetz

Download or read book Information and Communication Technologies in Tourism 2022 written by Jason L. Stienmetz and published by Springer Nature. This book was released on 2022 with total page 503 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research.

The Psychology of Video Games

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Author :
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.