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|
Leader |
LDR
|
|
pam i 00 |
Control # |
1
|
|
2020012565 |
Control # Id |
3
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|
DLC |
Date |
5
|
|
20230918164002.0 |
Fixed Data |
8
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|
200312s2020 nyua b 001 0 eng |
LC Card |
10
|
|
$a 2020012565 |
ISBN |
20
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|
$a9780231197526$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
|
1 |
$aDreunen, Joost van,$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$2rdacarrier |
Note:Bibliog |
504
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$aIncludes bibliographical references (pages 249-260) and index. |
Note:Content |
505
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0 |
$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. |