Cargando…

Innovation and Marketing in the Video Game Industry : Avoiding the Performance Trap /

"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...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Wesley, David T. A.
Otros Autores: Barczak, Gloria
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Farnham [Surrey, England] : Gower, ©2010.
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a2200000 a 4500
001 EBOOKCENTRAL_ocn649909015
003 OCoLC
005 20240329122006.0
006 m o d
007 cr cn|||||||||
008 100106s2010 enk ob 001 0 eng d
010 |a  2009052395 
040 |a E7B  |b eng  |e pn  |c E7B  |d IDEBK  |d CUS  |d AU@  |d OCLCQ  |d N$T  |d OCLCQ  |d EBLCP  |d MERUC  |d YDXCP  |d CGU  |d OLC  |d OCLCO  |d WAU  |d OCLCQ  |d OCLCF  |d DEBSZ  |d OCLCQ  |d NKT  |d OCLCQ  |d AZK  |d AGLDB  |d Z5A  |d PIFAG  |d ZCU  |d OCLCQ  |d YDX  |d K6U  |d U3W  |d LOA  |d ICG  |d STF  |d VNS  |d OCLCQ  |d VTS  |d NRAMU  |d INT  |d VT2  |d OCLCQ  |d WYU  |d LVT  |d OCLCQ  |d DKC  |d OCLCQ  |d UKAHL  |d UHL  |d OCLCQ  |d VLY  |d EZ9  |d OCLCQ  |d OCLCO  |d OCLCQ  |d OCLCA  |d SFB  |d OCLCQ  |d OCLCO  |d OCLCQ  |d OCLCL 
015 |a GBA9C2907  |2 bnb 
016 7 |a 015442733  |2 Uk 
019 |a 637483904  |a 638859415  |a 688428573  |a 728834285  |a 753969699  |a 764541029  |a 816374939  |a 961541790  |a 962609936  |a 1055341803  |a 1062900361  |a 1081253357  |a 1112966388  |a 1153005125  |a 1162575059  |a 1190694405  |a 1228599761  |a 1241761041  |a 1290091943  |a 1300483035 
020 |a 9780566091681  |q (e-book) 
020 |a 0566091682  |q (e-book) 
020 |z 9780566091674  |q (hbk. ;  |q alk. paper) 
020 |z 0566091674 
020 |a 1317116496 
020 |a 9781317116493 
020 |a 1282535889 
020 |a 9781282535886 
020 |a 9786612535888 
020 |a 6612535881 
020 |a 9781317116509  |q (e-book) 
020 |a 131711650X 
029 1 |a AU@  |b 000046286538 
029 1 |a AU@  |b 000048794185 
029 1 |a AU@  |b 000051373231 
029 1 |a CHNEW  |b 000720425 
029 1 |a DEBBG  |b BV042966877 
029 1 |a DEBBG  |b BV044143447 
029 1 |a DEBSZ  |b 39636800X 
029 1 |a DEBSZ  |b 421541040 
029 1 |a DEBSZ  |b 430851707 
029 1 |a DEBSZ  |b 456464409 
029 1 |a DEBSZ  |b 472498010 
029 1 |a NZ1  |b 13536760 
029 1 |a NZ1  |b 13865870 
035 |a (OCoLC)649909015  |z (OCoLC)637483904  |z (OCoLC)638859415  |z (OCoLC)688428573  |z (OCoLC)728834285  |z (OCoLC)753969699  |z (OCoLC)764541029  |z (OCoLC)816374939  |z (OCoLC)961541790  |z (OCoLC)962609936  |z (OCoLC)1055341803  |z (OCoLC)1062900361  |z (OCoLC)1081253357  |z (OCoLC)1112966388  |z (OCoLC)1153005125  |z (OCoLC)1162575059  |z (OCoLC)1190694405  |z (OCoLC)1228599761  |z (OCoLC)1241761041  |z (OCoLC)1290091943  |z (OCoLC)1300483035 
037 |a 529663  |b Proquest Ebook Central 
050 4 |a HD9993.E452  |b W47 2010eb 
072 7 |a GAM  |x 013000  |2 bisacsh 
072 7 |a AK  |2 bicssc 
072 7 |a KJ  |2 bicssc 
072 7 |a KJC  |2 bicssc 
072 7 |a KJMV6  |2 bicssc 
072 7 |a KJMV7  |2 bicssc 
072 7 |a UGG  |2 bicssc 
082 0 4 |a 794.8068/8  |2 22 
049 |a UAMI 
100 1 |a Wesley, David T. A. 
245 1 0 |a Innovation and Marketing in the Video Game Industry :  |b Avoiding the Performance Trap /  |c David Wesley and Gloria Barczak. 
260 |a Farnham [Surrey, England] :  |b Gower,  |c ©2010. 
300 |a 1 online resource (xiv, 262 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
505 0 |a Introduction -- 1. Shigeru Miyamoto and the Art of Donkey Kong -- 2. Nintendo's Dark Age -- 3. PlayStation Dreams -- 4. Xbox Empire -- 5. The Brain Age: Handheld Consoles and their Impact on Adult Gamers -- 6 Rings of Death -- 7. The PlayStation 3: Sony's "Supercomputer" -- 8. Blu-Rays and Netflix: Defining "the Ultimate High-Definition Experience" -- 9. The Wii Revolution -- 10. Game Development and the Rise of Casual Games -- 11. Guitar Hero Nation -- Conclusion -- Epilogue. 
520 |a "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"--Provided by publisher. 
588 0 |a Print version record. 
546 |a English. 
590 |a eBooks on EBSCOhost  |b EBSCO eBook Subscription Academic Collection - Worldwide 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
650 0 |a Video games industry. 
650 0 |a Video games  |x Marketing. 
650 6 |a Jeux vidéo  |x Industrie. 
650 7 |a GAMES  |x Video & Electronic.  |2 bisacsh 
650 7 |a Video games industry  |2 fast 
650 7 |a Video games  |x Marketing  |2 fast 
700 1 |a Barczak, Gloria. 
758 |i has work:  |a Innovation and Marketing in the Video Game Industry (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCGdtJTQB7rpRPcqyQx46Xb  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |a Wesley, David T.A.  |t Innovation and marketing in the video game industry.  |d Farnham, Surrey, England : Gower ; Burlington, VT : Ashgate, ©2010  |z 9780566091674  |w (DLC) 2009052395  |w (OCoLC)496281579 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=529663  |z Texto completo 
938 |a Askews and Holts Library Services  |b ASKH  |n AH23050537 
938 |a Askews and Holts Library Services  |b ASKH  |n AH30673307 
938 |a Askews and Holts Library Services  |b ASKH  |n AH30673308 
938 |a EBL - Ebook Library  |b EBLB  |n EBL529663 
938 |a ebrary  |b EBRY  |n ebr10392158 
938 |a EBSCOhost  |b EBSC  |n 389100 
938 |a ProQuest MyiLibrary Digital eBook Collection  |b IDEB  |n 253588 
938 |a YBP Library Services  |b YANK  |n 14931455 
938 |a YBP Library Services  |b YANK  |n 14866613 
938 |a YBP Library Services  |b YANK  |n 3251908 
994 |a 92  |b IZTAP