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00000cam a2200000 i 4500 |
001 |
OR_on1332789227 |
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OCoLC |
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20231017213018.0 |
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m o d |
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cr cnu---unuuu |
008 |
220615s2022 nju ob 001 0 eng |
010 |
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|a 2022024970
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040 |
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|a DLC
|b eng
|e rda
|c DLC
|d YDX
|d OCLCF
|d YDX
|d N$T
|d ORMDA
|d OCLCQ
|d UCW
|d OCLCA
|d OCLCO
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020 |
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|a 1119855373
|q electronic book
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020 |
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|a 9781119855385
|q electronic book
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020 |
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|a 1119855381
|q electronic book
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|a 9781119855378
|q (electronic bk.)
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|z 9781119855361
|q hardcover
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029 |
1 |
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|a AU@
|b 000072124511
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035 |
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|a (OCoLC)1332789227
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037 |
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|a 9781119855361
|b O'Reilly Media
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042 |
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|a pcc
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050 |
0 |
4 |
|a HD9993.E452
|b S77 2022
|
082 |
0 |
0 |
|a 338.4/77948
|2 23/eng/20220615
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049 |
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|a UAMI
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100 |
1 |
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|a Stringfield, Jonathan,
|e author.
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245 |
1 |
0 |
|a Get in the game :
|b how to level up your business with gaming, esports, and emerging technologies /
|c Jonathan Stringfield.
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246 |
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|a How to level up your business with gaming, esports, and emerging technologies
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264 |
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1 |
|a Hoboken, New Jersey :
|b John Wiley & Sons, Inc.,
|c [2022]
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300 |
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|a 1 online resource (xviii, 235 pages)
|
336 |
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
|
338 |
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|a online resource
|b cr
|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 "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 |
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|a Description based on online resource; title from digital title page (viewed on August 12, 2022).
|
590 |
|
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|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)
|
938 |
|
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|a YBP Library Services
|b YANK
|n 18067931
|
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|a YBP Library Services
|b YANK
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|
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|a EBSCOhost
|b EBSC
|n 3343072
|
994 |
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|a 92
|b IZTAP
|