The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers," being a game developer isn t just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell to them.
Video Game Marketing: A student textbook is for development students or aspiring developers who want to know how...
The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set...
The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers," being a game developer isn't just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell to them.
Video Game Marketing: A student textbook is for development students or aspiring developers who...
The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set...
'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. This book describes and defines video games as their own special medium.
'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....
Arts and Business aims at bringing arts and business scholars together in a dialogue about a number of key topics that today form different understandings in the two disciplines. Arts and business are, many times, positioned as opposites. Where one is providing symbolic and aesthetic immersion, the other is creating goods for a market and markets for a good. They often deal and struggle with the same issues, framing it differently and finding different solutions.
This book has the potential of offering both critical theoretical and empirical understanding of these...
Arts and Business aims at bringing arts and business scholars together in a dialogue about a number of key topics that today form differen...
At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.
The aim of The Business of...
At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" cont...