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Description Field Ind Field Data
Leader LDR pam i 00
Control # 1 2020012565
Control # Id 3 DLC
Date 5 20230918164002.0
Fixed Data 8 200312s2020 nyua b 001 0 eng
LC Card 10    $a 2020012565
ISBN 20    $a9780231197526$q(hardback)
ISBN 20    $z9780231552219$q(ebook)
Obsolete 39    $a325699$cTLC
Cat. Source 40    $aDLC$beng$erda$cDLC$dGCG
Authen. Ctr. 42    $apcc
LC Call 50 00 $aHD9993.E452$bD748 2020
Dewey Class 82 00 $a338.4/77948$223
ME:Pers Name 100 $aDreunen, Joost van,$eauthor.
Title 245 10 $aOne up :$bcreativity, competition, and the global business of video games /$cJoost van Dreunen.
Tag 264 264  1 $aNew York :$bColumbia University Press,$c[2020]
Phys Descrpt 300    $axxii, 272 pages :$billustrations ;$c24 cm
Tag 336 336    $atext$btxt$2rdacontent
Tag 337 337    $aunmediated$bn$2rdamedia
Tag 338 338    $avolume$bnc$2rdacarrier
Note:Bibliog 504    $aIncludes bibliographical references (pages 249-260) and index.
Note:Content 505 $aPart I. Games as a Product -- Digitalization of Interactive Entertainment -- Games Industry Basics -- Empire on the Edge of the Volcano -- Part II. Games as a Service -- Everyone IS a Gamer Now -- Myth of the Mobile Millionaire -- Greatly Exaggerated Death of the Console -- Glorious Return of PC Gaming -- Part III. Games as Media -- Epic Quest for Intellectual Property -- Watching Other People Play Video Games, and Why -- Next-Gen Revenue Models.
Abstract 520    $a"Video games such as Fortnite, Minecraft, and Pokemon Go have been business successes in recent years, but the industry has not always been that way. As with any field of business, there have been crashes and other market disruptions. Even so, these firms march on, thriving in the face of digitalization and adopting unusual strategies like giving content away for free in order to build market share and draw in customers. The author draws on three decades of industry data to explain how video games have transitioned from the fringes of the media and entertainment industry to become a mainstream form of entertainment. By analyzing dedicated game designers like Activision Blizzard, Electronic Arts, and Valve, as well as more diversified firms like Apple, Microsoft, and Tencent, he concludes that video game companies flourish wherever they bring the same level of creativity to business strategy as they do to game design. This style of business model innovation is illuminated by case studies of how these companies have succeeded- or failed- to grow."--$cProvided by publisher.
Subj:Topical 650  0 $aVideo games industry.
Subj:Topical 650  0 $aVideo games$xEconomic aspects.
Subj:Topical 650  0 $aCreative ability in business.
Subj:Topical 650  0 $aCompetition.