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Get in the game : how to level up your business with gaming, esports, and emerging technologies /

"Get in the Game is the essential guide for marketers and business executives who seek to fast-track their understanding of gaming and esports, which are among the largest and fastest-growing consumer entertainment platforms yet remain largely opaque to decision makers across all industries. Wi...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Stringfield, Jonathan (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Hoboken, New Jersey : John Wiley & Sons, Inc., [2022]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Stringfield, Jonathan,  |e author. 
245 1 0 |a Get in the game :  |b how to level up your business with gaming, esports, and emerging technologies /  |c Jonathan Stringfield. 
246 3 |a How to level up your business with gaming, esports, and emerging technologies 
264 1 |a Hoboken, New Jersey :  |b John Wiley & Sons, Inc.,  |c [2022] 
300 |a 1 online resource (xviii, 235 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. 
520 |a "Get in the Game is the essential guide for marketers and business executives who seek to fast-track their understanding of gaming and esports, which are among the largest and fastest-growing consumer entertainment platforms yet remain largely opaque to decision makers across all industries. With an emphasis on marketing opportunities and broader education around both the gaming industry and consumer behaviors therein, this book creates a roadmap to understanding and navigating three key misconceptions: understanding who plays games and why, understanding how modern games are created and oriented around the growing world of esports, and where can brands get involved in a smart way with the modern gaming ecosystem. Get in the Game will serve an urgently growing need in the business industry based upon empirically backed "insider" information (from someone who is both an executive in the gaming industry, and a lifelong gamer and trained Sociologist who is intimately aware of the culture of gaming)"--  |c Provided by publisher. 
588 |a Description based on online resource; title from digital title page (viewed on August 12, 2022). 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Video games industry. 
650 0 |a Computer games  |x Economic aspects. 
650 0 |a Computer games  |x Social aspects. 
650 0 |a Strategic planning. 
650 0 |a Technological innovations  |x Economic aspects. 
650 0 |a Marketing. 
650 6 |a Planification stratégique. 
650 6 |a Innovations  |x Aspect économique. 
650 6 |a Marketing. 
650 7 |a marketing.  |2 aat 
650 7 |a Computer games industry  |2 fast 
650 7 |a Computer games  |x Social aspects  |2 fast 
650 7 |a Marketing  |2 fast 
650 7 |a Strategic planning  |2 fast 
650 7 |a Technological innovations  |x Economic aspects  |2 fast 
776 0 8 |i Print version:  |a Stringfield, Jonathan.  |t Get in the game  |d Hoboken, New Jersey : John Wiley & Sons, [2022]  |z 9781119855361  |w (DLC) 2022024969 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781119855361/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
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