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The efficiency and creativity of product development : lessons from the game software industry in Japan
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ISBN: 9811677433 9811677425 Year: 2022 Publisher: Singapore : Springer,

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Utopic dreams and apocalyptic fantasies : critical approaches to researching video game play
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ISBN: 0739147005 9786612921872 0739147021 1282921878 9780739147009 9780739147023 9780739147023 9781282921870 6612921870 Year: 2010 Publisher: Lanham, Md. : Rowman & Littlefield Publishers,

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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.


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SIGGRAPH Asia 2015 R&D in the video game industry.
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ISBN: 1450339344 Year: 2015 Publisher: New York : ACM,


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Perspectives on the European videogame
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ISBN: 9048550629 9463726225 904856185X Year: 2022 Publisher: Amsterdam : Amsterdam University Press,

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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.


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The business of indie games : everything you need to know to conquer the indie games industry
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ISBN: 1003215262 1000583260 1000583287 Year: 2022 Publisher: Boca Raton, Florida : CRC Press,

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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"--


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The evolution and social impact of video game economics
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ISBN: 1498543413 1498543421 149854343X Year: 2017 Publisher: Lanham, Maryland : Lexington Books,

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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.


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Innovation and marketing in the video game industry : avoiding the performance trap
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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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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


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Innovation and strategy of online games
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ISBN: 1848163568 9781848163560 9786612441332 1282441337 1848163576 9781848163577 9781282441330 661244133X Year: 2009 Publisher: London : Singapore ; Hackensack, NJ : Imperial College Press ; Distributed by World Scientific,

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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


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

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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.


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Beyond Barbie and Mortal Kombat : new perspectives on gender and gaming
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ISBN: 9780262113199 0262113198 9780262322553 0262322552 Year: 2008 Publisher: Cambridge, Mass. : MIT Press,

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