Innovation And Strategy Of Online Games


Innovation And Strategy Of Online Games
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Innovation And Strategy Of Online Games


Innovation And Strategy Of Online Games
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Author : H. Wi Jong
language : en
Publisher: Imperial College Press
Release Date : 2009

Innovation And Strategy Of Online Games written by H. Wi Jong and has been published by Imperial College Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009 with Technology & Engineering categories.


This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business.



Innovation And Marketing In The Video Game Industry


Innovation And Marketing In The Video Game Industry
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Author : David Wesley
language : en
Publisher: CRC Press
Release Date : 2016-05-23

Innovation And Marketing In The Video Game Industry written by David Wesley and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-05-23 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.



Timing Strategies Of Innovations In The Video Game Industry


Timing Strategies Of Innovations In The Video Game Industry
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Author : Michael Beu
language : en
Publisher: GRIN Verlag
Release Date : 2019-12-18

Timing Strategies Of Innovations In The Video Game Industry written by Michael Beu and has been published by GRIN Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-12-18 with Business & Economics categories.


Seminar paper from the year 2013 in the subject Computer Science - Games Engineering, 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 Innovation


Strategic Innovation
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Author : Allan Afuah
language : en
Publisher: Routledge
Release Date : 2009-04

Strategic Innovation written by Allan Afuah and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-04 with Business & Economics categories.


Strategic Innovation demonstrates to students how to create and appropriate value using new game strategies to gain competitive advantage. The book shows that innovation is not simply about developing new technologies into new products or services, but often, about finding new models for doing business in the face of change.



Co Creation Innovation And New Service Development


Co Creation Innovation And New Service Development
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Author : Jedrzej Czarnota
language : en
Publisher: Routledge
Release Date : 2017-12-22

Co Creation Innovation And New Service Development written by Jedrzej Czarnota and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-12-22 with Business & Economics categories.


Involving customers in the development and production of new services becomes a powerful force across many creative industries. Customers can directly supply the firm with innovative ideas, provide skilled labour, and act as a powerful force in marketing. Firms across the world, as they seek to innovate and to better respond to market needs, begin to recognize the benefits stemming from customers’ involvement in their operations. Co-creation also becomes more prevalent as customers begin to expect it from firms – seeking to influence their favourite services or products, and to have them better tailored to their needs. Nevertheless, empowering the customers and involving them in the internal affairs of a firm is both difficult and risky. Despite co-creation becoming increasingly important to firms, very few accounts of it exist and many firms fail. Therefore, to navigate those straits, and to reap the benefits of co-creation, requires knowledge and more complete understanding of socio-cultural forces underpinning it. By studying a wide array of videogames firms in the USA and Europe, this book provides a unique insight into co-creation. It builds on the existing theories to provide unified framework for understanding co-creation in creative industries and other sectors. It combines insights from the dynamics of customer communities, with firm’s perspective on innovation management and organizational transformation. The book offers highly detailed insights into the industry, which is at the forefront of co-creation. Furthermore, it sheds new light on the videogames firms and their operations and is therefore ideally designed for researchers, educators, and students alike in the fields of knowledge management, innovation management, firm strategy, organization studies and creativity management.



Changing The Game


Changing The Game
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Author : David Edery
language : en
Publisher: FT Press
Release Date : 2008-10-07

Changing The Game written by David Edery and has been published by FT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-10-07 with Business & Economics 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



Handbook Of East Asian Entrepreneurship


Handbook Of East Asian Entrepreneurship
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Author : Tony Fu-Lai Yu
language : en
Publisher: Routledge
Release Date : 2014-10-03

Handbook Of East Asian Entrepreneurship written by Tony Fu-Lai Yu and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2014-10-03 with Business & Economics categories.


With the shift of the global economic gravity toward emerging economies and the roaring economic growth of the past three decades in China, East Asian catching-up growth strategies have profound implications for latecomer economies. While there are many handbooks on entrepreneurship in general, there is no reference on East Asian entrepreneurship. This is the first of its kinds in the market. The volume provides a useful reference for those who want to know East Asian entrepreneurship and business systems. It also provides many excellent cases and illustrations on the growth of entrepreneurial firms and the rise of branded products in East Asia. Policy makers or scholars who are interested in entrepreneurship, small and medium sized enterprises, Asian business systems, international business, innovation and technology management, economic development, strategic management and East Asian studies would benefit from this volume. The volume contains two parts. The first part is the key concepts associate with entrepreneurship and East Asian firm growth and transformation. The second part presents cases of entrepreneurial firms and their founders in East Asia, including Japan, South Korea, Taiwan, Hong Kong and China. With the handbook, scholars, students and policy makers can grab some basic ideas how entrepreneurs and firms in East Asia compete and survive in the world market and understand why and how East Asia economies can emerge as one of the most dynamic regions in the world. Part I concepts: relating to Entrepreneurship: Guanxi Catching-up strategies Types of entrepreneurship Business System Strategic Management Leadership Part II cases cover variedly from manufacturing to services industries, and specifically including traditional and newly corporations ranging from toys, convenient stores, fast fashion, high-tech, to catering and service. Written by experts in their respective areas, Handbook of East Asia entrepreneurship is an excellent review of theories, policies and empirical evidences on important topics in Entrepreneurship in East Asian economic development. The book is both a superb teaching tool and a valuable handbook in development economics.



Gamification For Business


Gamification For Business
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Author : Sune Gudiksen
language : en
Publisher: Kogan Page Publishers
Release Date : 2018-12-03

Gamification For Business written by Sune Gudiksen and has been published by Kogan Page Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-12-03 with Business & Economics categories.


Gamification for Business shows how games and game-based design can be used to effectively tackle business challenges and improve organizational performance. From siloed working and information overload to the clash between ongoing operations and innovation, this book shows how to identify what type of game is best suited to each business issue. With guidance on online games, simulations, event-based games and gamified training, this book ensures that business leaders and senior decision makers feel confident in their ability to assess the opportunities of each type of gamification for their business. Including case studies from more than 20 organizations who have implemented a game-based solution, this book outlines the business issue in each company and the aim of the game, the impact the game had and key learning points to help readers implement a similar type of game in their own business. Based on extensive research into the effectiveness of games and real-world examples from companies who have experienced the benefits of serious games and design thinking, Gamification for Business is essential reading for all business professionals looking to improve employee motivation, boost engagement, create a cohesive team environment and facilitate innovation in their company for improved business performance.



Gamification For Innovators And Entrepreneurs


Gamification For Innovators And Entrepreneurs
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Author : Henning Breuer
language : en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date : 2022-10-03

Gamification For Innovators And Entrepreneurs written by Henning Breuer and has been published by Walter de Gruyter GmbH & Co KG this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-03 with Business & Economics categories.


Gamification for Innovators and Entrepreneurs is about an exciting, still emerging superpower. One that empowers you to use, repurpose and create games that will help solve the great societal and organisational challenges that companies, startups and nonprofits are facing today – games that are explicitly designed and can be iteratively improved to engage stakeholders, facilitate experimentation and actually drive innovation. What makes gamification a superpower is its use of powerful methods and techniques from diverse disciplines and traditions – like futures studies, user experience, agile management, design thinking or business design – in a new, action-oriented and engaging framework. Each game world is a safe, playful space, where groups are free to experiment in innovative and inclusive forms of collaboration. Gamification for Innovators and Entrepreneurs builds on insights and knowledge from over 150 leading experts in the field. It provides a rich collection of materials for innovators, entrepreneurs and game designers that allows you to dive deep into innovation and entrepreneurship, into games and gamification. You can build on 36 gamification design patterns – like dilemma solving, experiential learning, innovation markets and storytelling – and use a game design canvas to create your own innovation games. Or you can customize some of the 70+ games featured in the book that are already in use by innovators, entrepreneurs and professional trainers. Additional resources are provided for teachers and game facilitators. The superpower of gamification does not yield simplistic solutions – but the resources from Gamification for Innovators and Entrepreneurs will provide you with the means and the confidence to tackle some of the great challenges we are all facing today. An easily accessible and comprehensive overview on gamification and games in the context of innovation and entrepreneurship Draws on several collaborative research projects involving partners such as Lego, Deutsche Telekom, Lufthansa Systems, 3M, Danske Bank, and Nokia Systems. Extensive experience of the authors in the facilitation of games, their role as an enabler of learning and their potential to facilitate transformation. 36 reusable gamification design patterns, a five-step process and a game design canvas to create one’s own innovation games Summaries and references of more than 70+ customizable games that are already in use by innovators, entrepreneurs and professional trainers Educational materials for teachers, trainers and game facilitators



From Knowledge Management To Strategic Competence


From Knowledge Management To Strategic Competence
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Author : Joe Tidd
language : en
Publisher: World Scientific Publishing Company
Release Date : 2012-04-30

From Knowledge Management To Strategic Competence written by Joe Tidd and has been published by World Scientific Publishing Company this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-04-30 with Business & Economics categories.


There continues to be much interest in the business and academic communities in the concept of strategic competencies or core capabilities, in other words, how organisations define and differentiate themselves. More recently, this field has fragmented into a number of related disciplines with subtle differences in focus: Knowledge management — how organisations identify, share and exploit their internal competencies, in particular the knowledge of individuals.Organisational learning — the relationship between individual and organisational knowledge and how organisations ‘unlearn’ past competencies and acquire new competencies.Strategic management — how competencies can be assessed, and how these contribute to performance.Innovation management — how such competencies are translated into new processes, products and services. This book aims to integrate strategic and knowledge management approaches to capability building with the development of competencies by bringing together the latest research and practices from international experts in the field. This third edition has been fully updated with five new chapters.