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Book
Customer competences and innovation capability : empirical investigation for the example of the German video games industry
Author:
ISBN: 3736949162 9783736949164 9783954049165 Year: 2015 Publisher: Gottingen, [Germany] : Cuvillier Verlag,


Book
Innovation and marketing in the video game industry : avoiding the performance trap
Authors: ---
ISBN: 9780566091674 0566091674 9780566091681 0566091682 9786612535888 1282535889 1317116496 131711650X 9781317116493 9781282535886 6612535881 9781317116509 9781315588612 9781317116486 1315588617 Year: 2010 Publisher: Farnham [Surrey, England] : Gower,

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Abstract

Based on their extensive research into the business and marketing strategies of the video game industry, David Wesley and Gloria Barczak consider how and why, in the search for the holy grail of high definition gaming, many companies have become ensnared in a 'performance trap' that causes them to lose sight of the customer. The history of technology is littered with examples of superior products that either failed or sold poorly relative to technically inferior competing products. Innovation and Marketing in the Video Game Industry examines the factors behind success and failure and identifie


Book
Korea's online gaming empire
Author:
ISBN: 0262014769 9786612899225 0262289512 1282899228 9780262289511 9780262014762 0262288966 9781282899223 9780262288965 6612899220 Year: 2010 Publisher: Cambridge, Mass. : MIT Press,

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Abstract

Dal Yong Jin examines the rapid growth of the Korean online game industry from the perspective of political economy, discussing it in social, cultural & economic contexts.

Digital Play : The Interaction of Technology, Culture, and Marketing
Authors: ---
ISBN: 0773525432 0773525912 9786612861161 1282861166 077357106X 9780773571068 Year: 2014 Publisher: Montréal : McGill-Queen's University Press,

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Abstract

In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries.

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