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00000cam a22000008i 4500 |
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JSTOR_on1145090083 |
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20231005004200.0 |
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200312t20202020nyua ob 001 0 eng |
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|a 2020012566
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|a DLC
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|a 1197982025
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|a 9780231552219
|q (electronic book)
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|a 0231552211
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|z 9780231197526
|q (hardback)
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|z 0231197527
|q (hardback)
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024 |
7 |
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|a 10.7312/dreu19752
|2 doi
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1 |
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|a AU@
|b 000066960649
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|a (OCoLC)1145090083
|z (OCoLC)1197982025
|z (OCoLC)1200445704
|z (OCoLC)1227303653
|z (OCoLC)1240168395
|z (OCoLC)1396934739
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|a 338.4/77948
|2 23
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049 |
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|a UAMI
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100 |
1 |
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|a Dreunen, Joost van,
|e author.
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245 |
1 |
0 |
|a One up :
|b creativity, competition, and the global business of video games /
|c by Joost van Dreunen.
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264 |
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1 |
|a New York City :
|b Columbia University Press,
|c 2020.
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264 |
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4 |
|c ©2020
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300 |
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|a 1 online resource (xxii, 272 pages) :
|b illustrations.
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336 |
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|a text
|b txt
|2 rdacontent
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337 |
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|a computer
|b n
|2 rdamedia
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338 |
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|a online resource
|b nc
|2 rdacarrier
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504 |
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|a Includes bibliographical references and index.
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520 |
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|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.
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|a Description based on online resource; title from digital title page (ProQuest Ebook Central, viewed December 14, 2022).
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0 |
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|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.
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590 |
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|a JSTOR
|b Books at JSTOR Evidence Based Acquisitions
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590 |
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|b Books at JSTOR All Purchased
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650 |
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0 |
|a Video games industry.
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650 |
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0 |
|a Video games
|x Economic aspects.
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650 |
|
0 |
|a Creative ability in business.
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650 |
|
0 |
|a Competition.
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650 |
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6 |
|a Jeux vidéo
|x Industrie.
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650 |
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6 |
|a Jeux vidéo
|x Aspect économique.
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650 |
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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 |
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|a Digitalia Publishing
|b DGIT
|n DIGCOLUP0075
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|a De Gruyter
|b DEGR
|n 9780231552219
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938 |
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|a Askews and Holts Library Services
|b ASKH
|n AH37757351
|
938 |
|
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|a ProQuest Ebook Central
|b EBLB
|n EBL6181755
|
938 |
|
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|a Recorded Books, LLC
|b RECE
|n rbeEB00820460
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|a EBSCOhost
|b EBSC
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|b YANK
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|a 92
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