Cargando…

One up : creativity, competition, and the global business of video games /

"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 digit...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Dreunen, Joost van (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: New York City : Columbia University Press, 2020.
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a22000008i 4500
001 JSTOR_on1145090083
003 OCoLC
005 20231005004200.0
006 m o d
007 cr |||||||||||
008 200312t20202020nyua ob 001 0 eng
010 |a  2020012566 
040 |a DLC  |b eng  |e rda  |c DLC  |d OCLCO  |d OCLCQ  |d OCLCF  |d RECBK  |d EBLCP  |d N$T  |d YDX  |d KUK  |d UKAHL  |d JSTOR  |d DEGRU  |d IBI  |d TEFOD  |d AJB  |d DGITA  |d OCLCO  |d MUU  |d OCLCA  |d QGK 
019 |a 1197982025  |a 1200445704  |a 1227303653  |a 1240168395  |a 1396934739 
020 |a 9780231552219  |q (electronic book) 
020 |a 0231552211  |q (electronic book) 
020 |z 9780231197526  |q (hardback) 
020 |z 0231197527  |q (hardback) 
024 7 |a 10.7312/dreu19752  |2 doi 
029 1 |a AU@  |b 000066960649 
035 |a (OCoLC)1145090083  |z (OCoLC)1197982025  |z (OCoLC)1200445704  |z (OCoLC)1227303653  |z (OCoLC)1240168395  |z (OCoLC)1396934739 
037 |a 22573/ctv19xb7wg  |b JSTOR 
042 |a pcc 
050 0 0 |a HD9993.E452  |b D748 2020eb 
072 7 |a BUS  |x 063000  |2 bisacsh 
072 7 |a BUS  |x 103000  |2 bisacsh 
072 7 |a GAM  |x 013000  |2 bisacsh 
072 7 |a COM  |x 087000  |2 bisacsh 
082 0 0 |a 338.4/77948  |2 23 
049 |a UAMI 
100 1 |a Dreunen, Joost van,  |e author. 
245 1 0 |a One up :  |b creativity, competition, and the global business of video games /  |c by Joost van Dreunen. 
264 1 |a New York City :  |b Columbia University Press,  |c 2020. 
264 4 |c ©2020 
300 |a 1 online resource (xxii, 272 pages) :  |b illustrations. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b n  |2 rdamedia 
338 |a online resource  |b nc  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
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"--  |c Provided by publisher. 
588 |a Description based on online resource; title from digital title page (ProQuest Ebook Central, viewed December 14, 2022). 
505 0 |a Part 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. 
590 |a JSTOR  |b Books at JSTOR Evidence Based Acquisitions 
590 |a JSTOR  |b Books at JSTOR All Purchased 
590 |a JSTOR  |b Books at JSTOR Demand Driven Acquisitions (DDA) 
650 0 |a Video games industry. 
650 0 |a Video games  |x Economic aspects. 
650 0 |a Creative ability in business. 
650 0 |a Competition. 
650 6 |a Jeux vidéo  |x Industrie. 
650 6 |a Jeux vidéo  |x Aspect économique. 
650 6 |a Créativité dans les affaires. 
650 7 |a BUSINESS & ECONOMICS / Strategic Planning.  |2 bisacsh 
650 7 |a Competition.  |2 fast  |0 (OCoLC)fst00871464 
650 7 |a Creative ability in business.  |2 fast  |0 (OCoLC)fst00882438 
650 7 |a Video games  |x Economic aspects.  |2 fast  |0 (OCoLC)fst01166426 
650 7 |a Video games industry.  |2 fast  |0 (OCoLC)fst01740868 
776 0 8 |i Print version:  |a Dreunen, Joost van.  |t One up.  |d New York : Columbia University Press, [2020]  |z 9780231197526  |w (DLC) 2020012565  |w (OCoLC)1145105335 
856 4 0 |u https://jstor.uam.elogim.com/stable/10.7312/dreu19752  |z Texto completo 
938 |a Digitalia Publishing  |b DGIT  |n DIGCOLUP0075 
938 |a De Gruyter  |b DEGR  |n 9780231552219 
938 |a Askews and Holts Library Services  |b ASKH  |n AH37757351 
938 |a ProQuest Ebook Central  |b EBLB  |n EBL6181755 
938 |a Recorded Books, LLC  |b RECE  |n rbeEB00820460 
938 |a EBSCOhost  |b EBSC  |n 2453459 
938 |a YBP Library Services  |b YANK  |n 16812855 
994 |a 92  |b IZTAP