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Author Dreunen, Joost van, author.

Title One up : creativity, competition, and the global business of video games / by Joost van Dreunen.

Publication Info. New York City : Columbia University Press, 2020.
©2020

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Location Call No. Status
 Rocky Hill - Downloadable Materials  EBSCO Ebook    Downloadable
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Description 1 online resource (xxii, 272 pages) : illustrations.
data file rda
Bibliography Includes bibliographical references and index.
Summary "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"-- Provided by publisher.
Note Description based on print version record and CIP data provided by publisher; resource not viewed.
Contents 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.
Subject Video games industry.
Video games -- Economic aspects.
Creative ability in business.
Competition.
BUSINESS & ECONOMICS / Strategic Planning.
Competition. (OCoLC)fst00871464
Creative ability in business. (OCoLC)fst00882438
Video games -- Economic aspects. (OCoLC)fst01166426
Video games industry. (OCoLC)fst01740868
Genre/Form Electronic books.
Other Form: Print version: Dreunen, Joost van. One up 1 Edition. New York City : Columbia University Press, 2020. 9780231197526 (DLC) 2020012565
ISBN 9780231552219 (electronic book)
0231552211 (electronic book)
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