The Business Of Gaming

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Changing the Game

Author : David Edery,Ethan Mollick
Publisher : FT Press
Page : 238 pages
File Size : 47,8 Mb
Release : 2008-10-07
Category : Business & Economics
ISBN : 9780137151752

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Changing the Game by David Edery,Ethan Mollick Pdf

Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

The GameDev Business Handbook

Author : Michael Futter
Publisher : Unknown
Page : 128 pages
File Size : 53,8 Mb
Release : 2017-12
Category : Electronic
ISBN : 0999329006

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The GameDev Business Handbook by Michael Futter Pdf

Synthetic Worlds

Author : Edward Castronova
Publisher : University of Chicago Press
Page : 344 pages
File Size : 54,9 Mb
Release : 2008-09-15
Category : Computers
ISBN : 9780226096315

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Synthetic Worlds by Edward Castronova Pdf

From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education

One Up

Author : Joost van Dreunen
Publisher : Columbia University Press
Page : 317 pages
File Size : 43,7 Mb
Release : 2020-10-06
Category : Business & Economics
ISBN : 9780231552219

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One Up by Joost van Dreunen Pdf

What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring 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 forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.

The Business of Gaming

Author : Laura Hamilton Waxman
Publisher : Lerner Digital ™
Page : 24 pages
File Size : 48,7 Mb
Release : 2021-08-01
Category : Juvenile Nonfiction
ISBN : 9781728442570

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The Business of Gaming by Laura Hamilton Waxman Pdf

An inside look at the biggest events and superstars of the popular gaming industry

Game Theory for Business

Author : Paul A. Papayoanou
Publisher : Probabilistic Publishing
Page : 173 pages
File Size : 53,6 Mb
Release : 2010
Category : Game theory
ISBN : 0964793873

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Game Theory for Business by Paul A. Papayoanou Pdf

Business executives, managers, and negotiators regularly interact in ways that resemble a game of chess. Yet while game theory is the leading tool in academia for analyzing such interdependent choices, its use in the business world has been limited by its perceived lack of practicality. Until now, that is. "Game Theory for Business: A Primer in Strategic Gaming" outlines a straightforward, practical approach for using game theory. The book demonstrates how Strategic Gaming has, can, and should be applied to help savvy strategists and negotiators shape and play the game of business effectively.

The GameDev Budgeting Handbook

Author : Michael Futter
Publisher : Unknown
Page : 128 pages
File Size : 54,5 Mb
Release : 2018-09
Category : Electronic
ISBN : 0999329073

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The GameDev Budgeting Handbook by Michael Futter Pdf

Innovation and Marketing in the Video Game Industry

Author : David T. A. Wesley,Gloria Barczak
Publisher : Gower Publishing, Ltd.
Page : 288 pages
File Size : 55,9 Mb
Release : 2010
Category : Video games
ISBN : 0566091674

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

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 identifies patterns that will help engineers, developers, and executives formulate better business strategies.

The Business of Gaming

Author : Laura Hamilton Waxman
Publisher : Unknown
Page : 128 pages
File Size : 51,8 Mb
Release : 2021
Category : Video gamers
ISBN : 1728410436

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The Business of Gaming by Laura Hamilton Waxman Pdf

"Thanks to passionate fans, blockbuster games, and celebrity players, the gaming industry takes in billions of dollars each year. Learn how pro gamers make money, which games are the all-time top sellers, and much more"--

The Essential Guide to the Business & Law of Esports & Professional Video Gaming

Author : Justin M Jacobson
Publisher : CRC Press
Page : 188 pages
File Size : 44,9 Mb
Release : 2021-02-19
Category : Games & Activities
ISBN : 9781000344486

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The Essential Guide to the Business & Law of Esports & Professional Video Gaming by Justin M Jacobson Pdf

"As esports has grown, the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past." Mitch Reames, AdWeek and Esports Insider "Justin’s exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space." Kevin Hitt, The Esports Observer The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present, and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in today’s esports and professional gaming scene, Justin M. Jacobson, Esq. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. • Includes coverage of the stakeholders in the esports business "ecosystem," including the talent, the teams, the publishers, and the event organizers. • Explores various legal fields involved with esports, including intellectual property, employment and player unions, business investments and tax "write-offs," immigration and visas, event operation tips, social media and on-stream promotions, and much more. • The most current book on the market, with actual contract provisions modeled on existing major esports player, coach, shoutcaster, and sponsorship agreements. About the Author Justin M. Jacobson, Esq. is an entertainment and esports attorney located in New York City. For the last decade, he has worked with professional athletes, musicians, producers, DJs, record labels, fashion designers, as well as professional gamers, streamers, coaches, on-air talent, and esports organizations. He assists these creative individuals with their contract, copyright, trademark, immigration, tax, and related business, marketing, and legal issues. He is a frequent contributor to many industry publications and has been featured on a variety of entertainment, music, and esports publications and podcasts, including Business Insider, The Esports Observer, Esports Insider, Tunecore, and Sport Techie. Justin has positioned himself as a top esports business professional working with talent in a variety of franchise leagues including the Overwatch League, Overwatch Contenders, and Call of Duty Pro League as well as in many popular competitive titles such as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers, Rainbow 6, PUBG, Madden, and FIFA and mobile games such as Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he worked with various esports talent agencies as well as in an official capacity on behalf of several esports teams and brands.

Game On

Author : Jon Radoff
Publisher : John Wiley & Sons
Page : 311 pages
File Size : 40,5 Mb
Release : 2011-03-16
Category : Computers
ISBN : 9781118089309

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Game On by Jon Radoff Pdf

A never-before published look at the many possibilities of social game development As one of the few entrepreneurs in the world with expertise building both social media and games, author Jon Radoff brings a one-of-a-kind perspective to this unique book. He shows that games are more than a profitable form of entertainment?the techniques of social games can be used to enhance the quality of online applications, social media and a wide range of other consumer and business experiences. With this book, you?ll explore how social games can be put to work for any business and examine why they work at all. The first part of explains what makes games fun, while the second part reviews the process and details of game design. Looks at how games are the basis for many everyday functions and explains how techniques of social games can be used by businesses as money-making tools Drills down the process of game design while focusing on the design, analysis, and creation of games Features screen shots, diagrams and explanations to illuminate key concepts, accessible to anyone regardless of game playing or design experience Reviews what works and what doesn?t using a range of real-world scenarios as examples Author Jon Radoff has a unique blend of experiences creating games, Internet-based social media, and Web technology. Game On is not playing around. Discover how social media games make money?and how you can enhance your business using games.

The Video Game Industry

Author : Peter Zackariasson,Timothy Wilson
Publisher : Routledge
Page : 272 pages
File Size : 46,9 Mb
Release : 2012-08-21
Category : Games & Activities
ISBN : 9781136258244

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The Video Game Industry by Peter Zackariasson,Timothy Wilson Pdf

The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Guide to Business Gaming and Experiential Learning

Author : James W. Gentry
Publisher : Unknown
Page : 392 pages
File Size : 45,8 Mb
Release : 1990
Category : Business & Economics
ISBN : UOM:49015001348920

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Guide to Business Gaming and Experiential Learning by James W. Gentry Pdf

The Business of Gaming

Author : William R. Eadington,Judy A. Cornelius
Publisher : University of Nevada, Reno Bureau of Business & Economic Research
Page : 502 pages
File Size : 44,5 Mb
Release : 1999
Category : Games & Activities
ISBN : UOM:39015042993348

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The Business of Gaming by William R. Eadington,Judy A. Cornelius Pdf

This volume presents a sampling of state-of-the-art business and economic research that the new generation of gaming operations has spawned. Rather than "back of the envelope" and "seat of the pants" management, today's gaming companies rely on strategic planning, ROI analysis, customer tracking systems, focus groups, quantitative analysis, direct mail marketing, and customer service standards to improve performance. As competition for the discretionary dollar has increased, and as gaming has wedged itself into the center of modern entertainment offerings, the need for systematic and scientific analysis in the business of gaming has grown accordingly.

The Business of Being a Gaming Influencer

Author : Anita Nahta Amin
Publisher : Capstone Press
Page : 49 pages
File Size : 44,5 Mb
Release : 2021-12
Category : Juvenile Nonfiction
ISBN : 9781977154972

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The Business of Being a Gaming Influencer by Anita Nahta Amin Pdf