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Electronic gaming business.
Year: 2003 Publisher: Potomac, MD : PBI Media,

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Co-creation, innovation and new service development : the case of the videogames industry
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ISBN: 1351795414 1315205904 1351795422 Year: 2018 Publisher: London : Taylor and Francis,

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"Involving customers in the development and production of new services becomes a powerful force across many creative industries. Customers can directly supply the firm with innovative ideas, provide skilled labour, and act as a powerful force in marketing. Firms across the world, as they seek to innovate and to better respond to market needs, begin to recognize the benefits stemming from customers' involvement in their operations. Co-creation also becomes more prevalent as customers begin to expect it from firms--seeking to influence their favourite services or products, and to have them better tailored to their needs. Nevertheless, empowering the customers and involving them in the internal affairs of a firm is both difficult and risky. Despite co-creation becoming increasingly important to firms, very few accounts of it exist and many firms fail. Therefore, to navigate those straits, and to reap the benefits of co-creation, requires knowledge and more complete understanding of socio-cultural forces underpinning it. By studying a wide array of videogames firms in the USA and Europe, this book provides a unique insight into co-creation. It builds on the existing theories to provide unified framework for understanding co-creation in creative industries and other sectors. It combines insights from the dynamics of customer communities, with firm's perspective on innovation management and organizational transformation. The book offers highly detailed insights into the industry, which is at the forefront of co-creation. Furthermore, it sheds new light on the videogames firms and their operations and is therefore ideally designed for researchers, educators, and students alike in the fields of knowledge management, innovation management, firm strategy, organization studies and creativity management."--Provided by publisher.


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They create worlds.
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ISBN: 0429752628 0429423640 Year: 2020 Publisher: Boca Raton, Florida ; London, England ; New York : CRC Press,

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King Digital Entertainment plc : Sweet Success of Candy Crush but Doubts Remain
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Year: 2014 Publisher: [Place of publication not identified] : MarketLine,

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How Are Video Games Made and Sold?.
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ISBN: 1502650436 Year: 2019 Publisher: New York, NY : Cavendish Square Publishing LLC,

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Video games are not just a way young people relax or amuse themselves. They connect players with other gamers around the world and provide a fascinating example of the effects and possibilities of globalization, manufacturing, and design and tech innovation. Aligned with the C3 Framework for Social Studies State Standards, this volume discusses how video games are made and sold, and why that matters to the world's environment, countries' economies, and to an individual's social networks and experience with technology.


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King Digital Entertainment plc : Sweet Success of Candy Crush but Doubts Remain
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Year: 2014 Publisher: [Place of publication not identified] : MarketLine,

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One up : creativity, competition, and the global business of video games
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ISBN: 0231552211 Year: 2020 Publisher: New York : Columbia University Press,

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What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies look unconventional—and are often ignored—from the standpoint of traditional business strategy. Yet they have thrived in the face of digitalization, generating billions in revenue through business models such as offering content for free in order to build market share and draw in customers.One Up offers a pioneering empirical analysis of innovation and strategy in the video games industry to explain how it has gone from the fringe to the mainstream. Drawing on almost twenty years of practical and academic experience in the interactive entertainment field, Joost van Dreunen analyzes how business model innovation has made the video game industry what it is today. Covering more than three decades of industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy as they do 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 reveals how the emergence of digital and mobile gaming can make us rethink traditional product-based strategies. One Up is required reading for investors, strategic decision makers, creatives, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.


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Marx at the arcade : consoles, controllers, and class struggle
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ISBN: 1608468674 Year: 2019 Publisher: Chicago, Illinois : Haymarket Books,

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"In Marx at the Arcade, acclaimed researcher Jamie Woodcock delves into the hidden abode of the gaming industry. In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies"--


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The Pocket Mentor for Game Community Management
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ISBN: 1003822150 Year: 2024 Publisher: Boca Raton, FL : CRC Press,

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The Chinese Video Game Industry
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ISBN: 3031415043 Year: 2024 Publisher: Cham, Switzerland : Palgrave Macmillan,

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