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Electronic games industry --- New products --- Industrial efficiency --- Management. --- Electronic industries --- Toy industry --- Computer games industry --- Internet games industry --- Video game industry
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Utopic Dreams and Apocalyptic Fantasies invites us to examine critical questions about video game play, pleasure, and fantasy from a sociological perspective.
Video games -- Social aspects. --- Video games --- Social Sciences --- Recreation & Sports --- Social aspects --- Video games industry --- Social aspects. --- Video game industry --- Electronic games industry --- Video games - Social aspects --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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Video games --- Video games industry --- Computer graphics --- Video game industry --- Electronic games industry --- Television games --- Videogames --- Electronic games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Internet games --- Games
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The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider and Alone in the Dark were made in Europe. This book proposes an exploration of European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, so far, almost non-existent yet necessary academic endeavour: a story of the works, authors, styles and cultures of the European videogame.
Video games --- Video games industry --- Video game industry --- Electronic games industry --- Television games --- Videogames --- Electronic games --- videospill --- Europe, video game, culture, design, representation. --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Internet games --- Games
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"Many early efforts in higher education are variations of traditional computer science curriculums, so while students might be learning how to make games in the classroom, they are learning very little about the business of games. That means they are not equipped to talk to investors, negotiate with publishers, and engage with major platforms like Steam and Nintendo--all of which are mandatory skills for modern indie developers. The future of gaming curriculums is not just teaching students how to create games, but in preparing them for the business of games"--
Video games industry. --- Video games --- COMPUTERS / Computer Graphics / Game Programming & Design --- Marketing. --- Television games --- Videogames --- Electronic games --- Video game industry --- Electronic games industry --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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This book examines how the video game industry's economic strategies have changed over the past decade (2006-2016) from a media effects and game design perspective. It also features discussions and analyses on the social impact of these changes and how consumers have reacted to evolving marketing and design strategies.
Video games --- Video games industry. --- Economic aspects. --- Computer games industry --- Electronic games industry --- Internet games industry --- Video game industry --- Electronic industries --- Toy industry --- Computer games --- Electronic games --- Internet games --- Television games --- Videogames --- Games
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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
Video games industry --- Video games --- Jeux vidéo --- Marketing --- Industrie --- Commercialisation --- Video games -- Innovation. --- Video games -- Marketing. --- Video games industry. --- Business & Economics --- Industries --- Marketing. --- Jeux vidéo --- Television games --- Videogames --- Video game industry --- Electronic games --- Electronic games industry --- E-books --- Computer games --- Internet games --- Games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming
Electronic games industry. --- Internet games. --- Technological innovations. --- Electronic games industry --- Technological innovations --- Industries --- Recreation & Sports --- Business & Economics --- Social Sciences --- Breakthroughs, Technological --- Innovations, Industrial --- Innovations, Technological --- Technical innovations --- Technological breakthroughs --- Technological change --- Electronic industries --- Toy industry --- Creative ability in technology --- Inventions --- Domestication of technology --- Innovation relay centers --- Research, Industrial --- Technology transfer --- Computer games industry --- Internet games industry --- Video game industry --- Video games industry.
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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.
COMPUTERS --- Internet / General --- Internet games --- Video games industry --- Social Sciences --- Recreation & Sports --- Social aspects --- Economic aspects --- History --- History. --- Video game industry --- Electronic games industry --- Electronic games --- E-books --- GAME STUDIES/Online Games --- CULTURAL STUDIES/Global Studies --- SOCIAL SCIENCES/Media Studies --- K9397 --- Korea: Games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Television games --- Videogames --- Games --- Video games
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Video games for women. --- Video games --- Video games industry --- #SBIB:309H17 --- #SBIB:309H040 --- Video game industry --- Electronic games industry --- Women --- Social aspects. --- Computer- en videogames --- Populaire cultuur algemeen --- Video games for women --- Social aspects --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry