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How Are Video Games Made And Sold


How Are Video Games Made And Sold
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How Are Video Games Made And Sold


How Are Video Games Made And Sold
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Author : Kristin Thiel
language : en
Publisher: Cavendish Square Publishing, LLC
Release Date : 2019-12-15

How Are Video Games Made And Sold written by Kristin Thiel and has been published by Cavendish Square Publishing, LLC this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-12-15 with Juvenile Nonfiction categories.


Video games are not just a way young people relax or amuse themselves. They connect players with other gamers around the world and provide a fascinating example of the effects and possibilities of globalization, manufacturing, and design and tech innovation. Aligned with the C3 Framework for Social Studies State Standards, this volume discusses how video games are made and sold, and why that matters to the world's environment, countries' economies, and to an individual's social networks and experience with technology.



Changing The Game


Changing The Game
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Author : David Edery
language : en
Publisher: Financial Times/Prentice Hall
Release Date : 2009

Changing The Game written by David Edery and has been published by Financial Times/Prentice Hall this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009 with Business enterprises categories.


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 "



The Ultimate History Of Video Games Volume 1


The Ultimate History Of Video Games Volume 1
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Author : Steven L. Kent
language : en
Publisher: Crown
Release Date : 2010-06-16

The Ultimate History Of Video Games Volume 1 written by Steven L. Kent and has been published by Crown this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-06-16 with Social Science categories.


The definitive behind-the-scenes history of the dawn of video games and their rise into a multibillion-dollar business “For industry insiders and game players alike, this book is a must-have.”—Mark Turmell, designer for Midway Games and creator of NBA Jam, NFL Blitz, and WrestleMania With all the whiz, bang, pop, and shimmer of a glowing arcade, volume 1 of The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. Starting in arcades then moving to televisions and handheld devices, the video game invasion has entranced kids and the young at heart for nearly fifty years. And gaming historian Steven L. Kent has been there to record the craze from the very beginning. The Ultimate History: Volume 1 tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, Kent chronicles firsthand accounts of how yesterday’s games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today’s empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you’ll discover • the video game that saved Nintendo from bankruptcy • the serendipitous story of Pac-Man’s design • the misstep that helped topple Atari’s $2-billion-a-year empire • the coin shortage caused by Space Invaders • the fascinating reasons behind the rise, fall, and rebirth of Sega • and much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who’s ever touched a joystick.



The Video Games Textbook


The Video Games Textbook
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Author : Brian J. Wardyga
language : en
Publisher: CRC Press
Release Date : 2023-06-13

The Video Games Textbook written by Brian J. Wardyga and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-06-13 with Computers categories.


The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes



Making Great Games


Making Great Games
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Author : Michael Thornton Wyman
language : en
Publisher: Taylor & Francis
Release Date : 2012-11-12

Making Great Games written by Michael Thornton Wyman and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-11-12 with Computers categories.


Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.



Video Games


Video Games
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Author : Andy Bossom
language : en
Publisher: Bloomsbury Publishing
Release Date : 2017-07-06

Video Games written by Andy Bossom and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-07-06 with Computers categories.


A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.



Innovation And Marketing In The Video Game Industry


Innovation And Marketing In The Video Game Industry
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Author : Mr David Wesley
language : en
Publisher: Gower Publishing, Ltd.
Release Date : 2012-08-28

Innovation And Marketing In The Video Game Industry written by Mr David Wesley and has been published by Gower Publishing, Ltd. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-08-28 with Business & Economics categories.


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.



Phoenix


Phoenix
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Author : Leonard Herman
language : en
Publisher:
Release Date : 1997

Phoenix written by Leonard Herman and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1997 with Games & Activities categories.




The Golden Age Of Video Games


The Golden Age Of Video Games
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Author : Roberto Dillon
language : en
Publisher: CRC Press
Release Date : 2011-04-12

The Golden Age Of Video Games written by Roberto Dillon and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-04-12 with Computers categories.


This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene.



Video Game Marketing


Video Game Marketing
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Author : Peter Zackariasson
language : en
Publisher: Routledge
Release Date : 2016-10-04

Video Game Marketing written by Peter Zackariasson and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-04 with Business & Economics categories.


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 to promote and sell the results of their efforts. This book is a much-needed guide to: • the essentials of marketing strategy; • video games as products or services; • marketing research for game development; • branding video games; • marketing through game: gamification, advergames. Replete with pedagogy to aid learning such as objectives and discussion questions for each chapter, this book is all that aspiring video game developers will need to unleash the potential of their games.