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Innovation And Marketing In The Video Game Industry

Innovation and Marketing in the Video Game Industry PDF

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Author: David Wesley
Publisher: CRC Press
ISBN: 131711650X
Size: 21.13 MB
Format: PDF, Docs
Category : Business & Economics
Languages : en
Pages : 280
View: 3392


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.

The Video Game Industry

The Video Game Industry PDF

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Author: Peter Zackariasson
Publisher: Routledge
ISBN: 1136258248
Size: 62.27 MB
Format: PDF
Category : Games
Languages : en
Pages : 282
View: 892


The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Academy Of Management Annual Meeting

Academy of Management Annual Meeting PDF

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Author: Academy of Management
Publisher:
ISBN:
Size: 22.47 MB
Format: PDF, ePub, Docs
Category : Industrial management
Languages : en
Pages :
View: 115



Timing Strategies Of Innovations In The Video Game Industry

Timing strategies of innovations in the video game industry PDF

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Author: Michael Beu
Publisher: GRIN Verlag
ISBN: 3346085309
Size: 18.83 MB
Format: PDF, ePub, Docs
Category : Business & Economics
Languages : en
Pages : 18
View: 353


Seminar paper from the year 2013 in the subject Business economics - Miscellaneous, grade: 1,0, The FOM University of Applied Sciences, Hamburg, language: English, abstract: The intention of this assignment is to figure out if timing strategies are relevant for the innovation process. In case to do this the author took the example of the video game industry to deflect several timing strategies. The choice for the video game industry depended on the high innovation ratio in this industry. Since 1977 at least every year was a new console released which was in handling, performance, or technology different from the ancestor products. The target is the evaluation of timing strategies as a success driver for this industry. The focus lay on the time-to-market timing and the market-entry timing. To come to a result at first the term innovation will be defined. The second step is a description of the innovation process. Out of the innovation process the author will deflect different timing strategies. The next part of the assignment will be a short overview of the video game industry. After that a case study will follow which reflects the release of video game consoles of the last 20 years beyond the aspect of time-to-market and market entry timing. In the end the author will give a conclusion of the treatment of timing strategies in combination with innovations.

Strategic Management Of Technology And Innovation

Strategic Management of Technology and Innovation PDF

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Author: Robert A. Burgelman
Publisher: McGraw-Hill College
ISBN:
Size: 63.40 MB
Format: PDF, ePub, Docs
Category : High technology industries
Languages : en
Pages : 990
View: 1399


Burgelman, Maidique, and Wheelwright have written the market leading text for a course in technology and innovation. This text covers the latest research by using a combination of text, readings, and cases. Based on reviewer response to a survey, the authors have updated many of the cases and instructors found outdated or lacking. As in the current edition, the book has a strong case foundation at Harvard and Stanford. Classic cases such as Claire McCloud have been kept, while newer cases such as Intel Corporation in 1999 have been added. There is also a strong set of readings from sources such as Harvard Business Review, California Management Review, and Sloan Management Review.

Digital Play

Digital Play PDF

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Author: Stephen Kline
Publisher: McGill-Queen's Press - MQUP
ISBN: 9780773525917
Size: 18.28 MB
Format: PDF, ePub, Mobi
Category : Technology & Engineering
Languages : en
Pages : 368
View: 3597


A uniquely critical study of video gaming that blends perspectives from political economy, cultural studies, and communications theory.

Strategic Management

Strategic management PDF

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Author: Mary M. Crossan
Publisher: Prentice Hall
ISBN: 9780130836816
Size: 60.47 MB
Format: PDF
Category : Business planning
Languages : en
Pages : 552
View: 6119



Cases In Marketing Management

Cases in Marketing Management PDF

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Author: Kenneth L. Bernhardt
Publisher: Business Publications, Incorporated
ISBN:
Size: 74.40 MB
Format: PDF, Docs
Category : Marketing
Languages : en
Pages : 732
View: 766



Popular Culture And The State In East And Southeast Asia

Popular Culture and the State in East and Southeast Asia PDF

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Author: Nissim Otmazgin
Publisher: Routledge
ISBN: 1136622942
Size: 25.42 MB
Format: PDF, Kindle
Category : Political Science
Languages : en
Pages : 210
View: 5374


This volume examines the relations between popular culture production and export and the state in East and Southeast Asia including the urban centres and middle-classes of Taiwan, South Korea, Japan, Singapore, Indonesia, Malaysia, China, Thailand, and the Philippines. It addresses the shift in official thinking toward the role of popular culture in the political life of states brought about by the massive circulation of cultural commodities and the possibilities for attaining "soft power". In contrast to earlier studies, this volume pays particular attention to the role of states and cross-state cultural interactions in these processes. It is the first major attempt to look at these issues comparatively and to provide an important corrective to the limitations of existing scholarship on popular culture in Asia that have usually neglected its political aspects. As part of this move, the essays in this volume suggest a widening of disciplinary perspectives. Hitherto, the preponderance of relevant studies has been in cultural and media fields, anthropology or history. Here the contributors explicitly draw on other disciplinary perspectives – political science and international relations, political economy, law, and policy studies – to explore the complex interrelationships between the state, politics and economics, and popular culture. This book will be of interest to students and scholars of Asian culture, society and politics, the sociology of culture, political science and media studies.

Changing The Game

Changing the Game PDF

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Author: David Edery
Publisher: FT Press
ISBN: 9780137151752
Size: 76.19 MB
Format: PDF, Kindle
Category : Business & Economics
Languages : en
Pages : 240
View: 6658


Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

Changing The Rules Of The Game

Changing the Rules of the Game PDF

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Author: S. Hotho
Publisher: Springer
ISBN: 1137318414
Size: 59.16 MB
Format: PDF, ePub, Mobi
Category : Social Science
Languages : en
Pages : 219
View: 2149


The computer games industry is one of the most vibrant industries today whose potential for growth seems inexhaustible. This book adopts a multi-disciplinary approach and captures emerging trends as well as the issues and challenges faced by businesses, their managers and their workforce in the games industry.

Handbook Of Digital Games

Handbook of Digital Games PDF

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Author: Marios C. Angelides
Publisher: John Wiley & Sons
ISBN: 1118796276
Size: 47.34 MB
Format: PDF, ePub, Mobi
Category : Technology & Engineering
Languages : en
Pages : 784
View: 595


This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.

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