Gaming The Market

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Gaming the Market

Author : Ronald B. Shelton
Publisher : John Wiley & Sons
Page : 225 pages
File Size : 41,6 Mb
Release : 1997-04-25
Category : Business & Economics
ISBN : 9780471168133

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Gaming the Market by Ronald B. Shelton Pdf

Die Spieltheorie betrachtet Entscheidungen als "Schachzüge" in einem Spiel, dessen Ausgang von den Entscheidungen aller Spieler bestimmt wird. Diese Theorie wird hier erstmals auf Investmentgeschäfte am Finanzmarkt angewendet. Nach der Definition der "Spielregeln" und der "Spieler" wird, basierend auf Formeln der Wahrscheinlichkeitsrechnung, ein Spielmodell entwickelt, das die Rentabilität von beliebigen Finanzaktionen wie Aktienkauf und -verkauf vorhersagt.

Gaming in the New Market Environment

Author : M. Virén
Publisher : Springer
Page : 224 pages
File Size : 46,6 Mb
Release : 2008-06-17
Category : Business & Economics
ISBN : 9780230582613

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Gaming in the New Market Environment by M. Virén Pdf

Gaming markets are evolving rapidly. Spearheading this change is the internet, which has enabled cross-border gambling on an unprecedented scale. This book explores the changing landscape of the gaming market and is a crucial companion for all looking for informed discussion on the future of gaming.

Games and Gamification in Market Research

Author : Betty Adamou
Publisher : Kogan Page Publishers
Page : 361 pages
File Size : 44,6 Mb
Release : 2018-11-03
Category : Business & Economics
ISBN : 9780749483364

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Games and Gamification in Market Research by Betty Adamou Pdf

Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research.

Target Corporation

Author : Richard E. Wilson
Publisher : Unknown
Page : 128 pages
File Size : 53,8 Mb
Release : 2010
Category : Video games industry
ISBN : 1473995256

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Target Corporation by Richard E. Wilson Pdf

Target Corporation is concerned that the company might be left out of one of its most lucrative and attractive product categories, video games and game players, as these products increasingly migrate to digital distribution models. What steps should the company take to maintain its relevance and build sustainable competitive advantage as these trends play out? What are the implications for the companys multi-channel online and offline format portfolio going forward?

Gaming Globally

Author : N. Huntemann,B. Aslinger
Publisher : Springer
Page : 388 pages
File Size : 47,5 Mb
Release : 2016-01-26
Category : Sports & Recreation
ISBN : 9781137006332

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Gaming Globally by N. Huntemann,B. Aslinger Pdf

Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.

Future Gaming

Author : Paolo Ruffino
Publisher : MIT Press
Page : 162 pages
File Size : 41,6 Mb
Release : 2018-05-04
Category : Games & Activities
ISBN : 9781906897550

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Future Gaming by Paolo Ruffino Pdf

A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

Games in the Platform Economy

Author : Anne Mette Thorhauge
Publisher : Policy Press
Page : 156 pages
File Size : 43,6 Mb
Release : 2023-09-29
Category : Language Arts & Disciplines
ISBN : 9781529223040

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Games in the Platform Economy by Anne Mette Thorhauge Pdf

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Market your YouTube gaming channel: A completed guide on how to market your gaming channel and get more views

Author : Eva Willow
Publisher : EW Books
Page : 118 pages
File Size : 40,6 Mb
Release : 2024-05-23
Category : Business & Economics
ISBN : 8210379456XXX

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Market your YouTube gaming channel: A completed guide on how to market your gaming channel and get more views by Eva Willow Pdf

Most of us know what YouTube is, but very few of us know how it can be used to promote your business. In this book I will share many techniques and insights for using YouTube for marketing and advertising gaming channels. Marketing on YouTube is much easier than you think! There are many ways and techniques to use YouTube as a marketing tool. I want to share all of my experiences, and try to help you avoid common mistakes. By reading this book, you can improve your own YouTube marketing. The audience of this book is people who create or run gaming channels on YouTube. If you are interested in YouTube marketing and video marketing, this just might be the book you need. This book will also be beneficial to know the information about YouTube, it is one of the largest video sharing sites in the world. For many years I have created and uploaded videos to YouTube. I have been part of many different video game channels, so I have a good idea about the process of creating videos, getting traffic and money. I have participated in many different gaming communities, and I have seen what works and what does not work. The book is divided into various sections, which deal with different aspects of YouTube marketing. In every section you will find useful tips on how to improve your videos and get more views, subscriptions and likes. There is also a section that deals with how to optimize your video for search engines, and get even more views. There is a section about monetizing your videos and how to do it. This book covers: Overview of the YouTube platform YouTube gaming channel development The growth of YouTube gaming Publishing schedule and strategy And much more. YouTube marketing is one of the most effective marketing tools for gaming channels. It is simple to use, and it is effective in increasing views, subscriptions and likes. If you want to get more subscribers, likes and views on your YouTube videos, read this book. In this book you will discover the various ways of using YouTube as marketing tool. It is user friendly, and you can quickly get your videos up there. This book will help you avoid common mistakes. I recommend it for anyone who runs an English-language gaming channel on YouTube. This book is about the methods and techniques to use YouTube for marketing. It will show you different ways of getting traffic to your channel. You will learn which tricks work, and which do not. In this book you will learn a few tips on making money with YouTube videos. I joined many different gaming communities on YouTube, and I have seen how they make money with their channels. I have worked with many different organizations that deal with video marketing, so I have a good idea about how it works. I will share my thoughts on how to grow your channel without spending a lot of money.

Korea's Online Gaming Empire

Author : Dal Yong Jin
Publisher : MIT Press
Page : 201 pages
File Size : 42,7 Mb
Release : 2010-10-01
Category : Computers
ISBN : 9780262288965

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Korea's Online Gaming Empire by Dal Yong Jin Pdf

The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.

Innovation and Marketing in the Video Game Industry

Author : David Wesley,Gloria Barczak
Publisher : CRC Press
Page : 280 pages
File Size : 40,6 Mb
Release : 2016-05-23
Category : Business & Economics
ISBN : 9781317116509

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Innovation and Marketing in the Video Game Industry by David Wesley,Gloria Barczak Pdf

Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.

This is Not a Game

Author : Dave Szulborski
Publisher : Incunabula
Page : 282 pages
File Size : 45,6 Mb
Release : 2005
Category : Computers
ISBN : 9781411625952

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This is Not a Game by Dave Szulborski Pdf

Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters and companies that talk to you, send you messages, and even give you items to help you in your quest. A world so immersive that you can no longer tell where the reality ends and the fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to the unique and exciting world of Alternate Reality Games. Written by the creator of five successful and critically acclaimed ARGs, This Is Not A Game features detailed sections on the theory and history of Alternate Reality Gaming, as well as a "How To Guide" for aspiring game creators. The book also includes Dave's personal reflections on creating some of the most popular ARGs ever developed, and essays on gaming and cooperative writing by award winning authors Ben Mack and Joseph Matheny.

Gaming Cultures and Place in Asia-Pacific

Author : Larissa Hjorth,Dean Chan
Publisher : Routledge
Page : 314 pages
File Size : 40,7 Mb
Release : 2009-06-24
Category : Computers
ISBN : 9781135843175

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Gaming Cultures and Place in Asia-Pacific by Larissa Hjorth,Dean Chan Pdf

This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.

Gaming at the Edge

Author : Adrienne Shaw
Publisher : U of Minnesota Press
Page : 348 pages
File Size : 49,9 Mb
Release : 2015-01-01
Category : Social Science
ISBN : 9781452943442

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Gaming at the Edge by Adrienne Shaw Pdf

Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.

Gaming Sexism

Author : Amanda C. Cote
Publisher : NYU Press
Page : 274 pages
File Size : 51,6 Mb
Release : 2020-09-01
Category : Social Science
ISBN : 9781479802203

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Gaming Sexism by Amanda C. Cote Pdf

Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

Business Report Microsoft Xbox. Marketing concept and strategy

Author : Stefan Lacher,Florian Roth,David Schumacher,Florian Keller
Publisher : GRIN Verlag
Page : 12 pages
File Size : 41,6 Mb
Release : 2004-06-06
Category : Business & Economics
ISBN : 9783638280938

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Business Report Microsoft Xbox. Marketing concept and strategy by Stefan Lacher,Florian Roth,David Schumacher,Florian Keller Pdf

Seminar paper from the year 2004 in the subject Business economics - Marketing, Corporate Communication, CRM, Market Research, Social Media, grade: High Distinction, Deakin University (Faculty of Business and Law), course: Marketing Management, language: English, abstract: By launching the game console Xbox, Microsoft did not only introduce a new product but stepped into a totally new market where there company did not have any experience yet. Although they had a huge marketing budget, they focused on spending it as effective as possible. Therefore Microsoft’s marketing team had to find out, who their target customers are and with what marketing strategy they could reach their challenging goal to become leader in the game console market. But has their way of segmenting the market and choosing a marketing mix for the Xbox really been successful? The Marketing concept consists of three principles that hold that achieving organizational objectives require determining needs and wants of targets markets and delivering the desired satisfactions more effectively and efficiently than competitors do (Hoffman et al 2003, pp.10-11). Microsoft took advantage of all three principles. Microsoft did put enormous effort in identifying potential customers’ needs. The research was concentrated on so called “hardcore gamers” who spend more than 25 hours playing a week. This group was seen as early adopters as well as opinion-leaders. Of high importance were an appealing design to young customers and performance like speed of the console and high quality of audio and graphics. [...]