The Business Of Gaming
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Author |
: Michael Futter |
Publisher |
: |
Total Pages |
: |
Release |
: 2017-12 |
ISBN-10 |
: 0999329006 |
ISBN-13 |
: 9780999329009 |
Rating |
: 4/5 (06 Downloads) |
Synopsis The GameDev Business Handbook by : Michael Futter
Author |
: Joost van Dreunen |
Publisher |
: Columbia University Press |
Total Pages |
: 317 |
Release |
: 2020-10-06 |
ISBN-10 |
: 9780231552219 |
ISBN-13 |
: 0231552211 |
Rating |
: 4/5 (19 Downloads) |
Synopsis One Up by : Joost van Dreunen
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.
Author |
: Laura Hamilton Waxman |
Publisher |
: Lerner Digital ™ |
Total Pages |
: 24 |
Release |
: 2021-08-01 |
ISBN-10 |
: 9781728442570 |
ISBN-13 |
: 1728442575 |
Rating |
: 4/5 (70 Downloads) |
Synopsis The Business of Gaming by : Laura Hamilton Waxman
An inside look at the biggest events and superstars of the popular gaming industry
Author |
: Edward Castronova |
Publisher |
: University of Chicago Press |
Total Pages |
: 346 |
Release |
: 2008-09-15 |
ISBN-10 |
: 9780226096315 |
ISBN-13 |
: 0226096319 |
Rating |
: 4/5 (15 Downloads) |
Synopsis Synthetic Worlds by : Edward Castronova
From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education
Author |
: Paul A. Papayoanou |
Publisher |
: Probabilistic Publishing |
Total Pages |
: 173 |
Release |
: 2010 |
ISBN-10 |
: 0964793873 |
ISBN-13 |
: 9780964793873 |
Rating |
: 4/5 (73 Downloads) |
Synopsis Game Theory for Business by : Paul A. Papayoanou
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.
Author |
: Aphra Kerr |
Publisher |
: SAGE |
Total Pages |
: 198 |
Release |
: 2006-04-06 |
ISBN-10 |
: 1412900476 |
ISBN-13 |
: 9781412900478 |
Rating |
: 4/5 (76 Downloads) |
Synopsis The Business and Culture of Digital Games by : Aphra Kerr
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.
Author |
: Michael Futter |
Publisher |
: |
Total Pages |
: |
Release |
: 2018-09 |
ISBN-10 |
: 0999329073 |
ISBN-13 |
: 9780999329078 |
Rating |
: 4/5 (73 Downloads) |
Synopsis The GameDev Budgeting Handbook by : Michael Futter
Author |
: Judd Ruggill |
Publisher |
: Taylor & Francis |
Total Pages |
: 393 |
Release |
: 2016-11-03 |
ISBN-10 |
: 9781134076512 |
ISBN-13 |
: 1134076517 |
Rating |
: 4/5 (12 Downloads) |
Synopsis Inside the Video Game Industry by : Judd Ruggill
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.
Author |
: Tobias M. Scholz |
Publisher |
: Springer |
Total Pages |
: 165 |
Release |
: 2019-02-20 |
ISBN-10 |
: 9783030111991 |
ISBN-13 |
: 3030111997 |
Rating |
: 4/5 (91 Downloads) |
Synopsis eSports is Business by : Tobias M. Scholz
The global phenomenon of eSports has experienced exponential growth in recent years, gaining interest from the media, sports and technology industries. Being born digital, global and agile, competitive gaming appeals to a young and emerging audience, and therefore the management of businesses within the eSports industry requires a unique strategy. Presenting a short history of the industry and an overview of its various stakeholders, the author explores how important governing principles have emerged to culminate in a business model network. An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports.
Author |
: Anita Nahta Amin |
Publisher |
: Capstone Press |
Total Pages |
: 49 |
Release |
: 2021-12 |
ISBN-10 |
: 9781977154972 |
ISBN-13 |
: 1977154972 |
Rating |
: 4/5 (72 Downloads) |
Synopsis The Business of Being a Gaming Influencer by : Anita Nahta Amin