[PDF] The Business Of Gaming - eBooks Review

The Business Of Gaming


The Business Of Gaming
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Download The Business Of Gaming PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get The Business Of Gaming book now. This website allows unlimited access to, at the time of writing, more than 1.5 million titles, including hundreds of thousands of titles in various foreign languages. If the content not found or just blank you must refresh this page



The Business And Culture Of Digital Games


The Business And Culture Of Digital Games
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Author : Aphra Kerr
language : en
Publisher: SAGE
Release Date : 2006-04-06

The Business And Culture Of Digital Games written by Aphra Kerr and has been published by SAGE this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-04-06 with Games & Activities categories.


This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory, and economics, Aphra Kerr explores this all-pervasive, but under-theorized, aspect of our media environment.



The Great Game Of Business


The Great Game Of Business
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Author : Jack Stack
language : en
Publisher: Currency
Release Date : 1992

The Great Game Of Business written by Jack Stack and has been published by Currency this book supported file pdf, txt, epub, kindle and other format this book has been release on 1992 with Business & Economics categories.


Profiles the workers and managers of a small engine remanufacturing operation in Springfield, Missouri and the new approach to management they revolutionized when their parent company, International Harvester went down the tubes



The Business Of Being A Gaming Influencer


The Business Of Being A Gaming Influencer
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Author : Anita Nahta Amin
language : en
Publisher: Capstone Press
Release Date : 2021

The Business Of Being A Gaming Influencer written by Anita Nahta Amin and has been published by Capstone Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021 with Games & Activities categories.


"Have you dreamed of making money by playing video games? Getting paid to show off your gaming skills online sounds like an awesome career, but it takes more than just game skills. Learn about the basic business skills and economics behind this career in influencer marketing, all while staying safe online"--



The Essential Guide To The Business Law Of Esports Professional Video Gaming


The Essential Guide To The Business Law Of Esports Professional Video Gaming
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Author : Justin M Jacobson
language : en
Publisher: CRC Press
Release Date : 2021-02-19

The Essential Guide To The Business Law Of Esports Professional Video Gaming written by Justin M Jacobson and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-02-19 with Games & Activities categories.


"As esports has grown, the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past." Mitch Reames, AdWeek and Esports Insider "Justin’s exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space." Kevin Hitt, The Esports Observer The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past, present, and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in today’s esports and professional gaming scene, Justin M. Jacobson, Esq. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. • Includes coverage of the stakeholders in the esports business "ecosystem," including the talent, the teams, the publishers, and the event organizers. • Explores various legal fields involved with esports, including intellectual property, employment and player unions, business investments and tax "write-offs," immigration and visas, event operation tips, social media and on-stream promotions, and much more. • The most current book on the market, with actual contract provisions modeled on existing major esports player, coach, shoutcaster, and sponsorship agreements. About the Author Justin M. Jacobson, Esq. is an entertainment and esports attorney located in New York City. For the last decade, he has worked with professional athletes, musicians, producers, DJs, record labels, fashion designers, as well as professional gamers, streamers, coaches, on-air talent, and esports organizations. He assists these creative individuals with their contract, copyright, trademark, immigration, tax, and related business, marketing, and legal issues. He is a frequent contributor to many industry publications and has been featured on a variety of entertainment, music, and esports publications and podcasts, including Business Insider, The Esports Observer, Esports Insider, Tunecore, and Sport Techie. Justin has positioned himself as a top esports business professional working with talent in a variety of franchise leagues including the Overwatch League, Overwatch Contenders, and Call of Duty Pro League as well as in many popular competitive titles such as Fortnite, CS:GO, Gears of War, Halo, Super Smash Brothers, Rainbow 6, PUBG, Madden, and FIFA and mobile games such as Brawlhalla, Clash of Clans, and Call of Duty mobile. Previously, he worked with various esports talent agencies as well as in an official capacity on behalf of several esports teams and brands.



Esports Is Business


Esports Is Business
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Author : Tobias M. Scholz
language : en
Publisher: Springer
Release Date : 2019-02-20

Esports Is Business written by Tobias M. Scholz and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-02-20 with Business & Economics categories.


The global phenomenon of eSports has experienced exponential growth in recent years, gaining interest from the media, sports and technology industries. Being born digital, global and agile, competitive gaming appeals to a young and emerging audience, and therefore the management of businesses within the eSports industry requires a unique strategy. Presenting a short history of the industry and an overview of its various stakeholders, the author explores how important governing principles have emerged to culminate in a business model network. An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports.



The Gamedev Business Handbook


The Gamedev Business Handbook
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Author : Michael Futter
language : en
Publisher:
Release Date : 2018-12-31

The Gamedev Business Handbook written by Michael Futter and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-12-31 with categories.


The GameDev Business Handbook is an instructional guide for creating and sustaining your independent video game studio.It features interviews with more than 25 prominent members of the industry, including Vlambeer¿s Rami Ismail, Capybara Games¿ Nathan Vella, Romero Games¿ Brenda Romero, video game attorney Ryan Morrison, Klei Entertainment¿s Jamie Cheng, Supergiant Games¿ Amir Rao, Harebrained Schemes¿ Jordan Weisman, and Ninja Theory¿s Nina Kristensen.The Handbook features expert guidance and in-the-trenches anecdotes on budgeting and finance (complete with downloadable worksheets), incorporation, contracts and employment, intellectual property, press and public relations, and more.If you¿re considering crowdfunding, early access, or pursuing a licensed property, The GameDev Business Handbook can help steer you toward success. The book features success stories and cautionary tales, with advice from those who have been where you want to go.



The Business Of Gaming


The Business Of Gaming
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Author : William R. Eadington
language : en
Publisher: University of Nevada, Reno Bureau of Business & Economic Research
Release Date : 1999

The Business Of Gaming written by William R. Eadington and has been published by University of Nevada, Reno Bureau of Business & Economic Research this book supported file pdf, txt, epub, kindle and other format this book has been release on 1999 with Games & Activities categories.


This volume presents a sampling of state-of-the-art business and economic research that the new generation of gaming operations has spawned. Rather than "back of the envelope" and "seat of the pants" management, today's gaming companies rely on strategic planning, ROI analysis, customer tracking systems, focus groups, quantitative analysis, direct mail marketing, and customer service standards to improve performance. As competition for the discretionary dollar has increased, and as gaming has wedged itself into the center of modern entertainment offerings, the need for systematic and scientific analysis in the business of gaming has grown accordingly.



Synthetic Worlds


Synthetic Worlds
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Author : Edward Castronova
language : en
Publisher: University of Chicago Press
Release Date : 2008-09-15

Synthetic Worlds written by Edward Castronova and has been published by University of Chicago Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-09-15 with Computers categories.


From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education



Korea S Online Gaming Empire


Korea S Online Gaming Empire
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Author : Dal Yong Jin
language : en
Publisher: MIT Press
Release Date : 2010-10-01

Korea S Online Gaming Empire written by Dal Yong Jin and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-10-01 with Computers categories.


The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.



The Gamedev Budgeting Handbook


The Gamedev Budgeting Handbook
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Author : Michael Futter
language : en
Publisher:
Release Date : 2018-09

The Gamedev Budgeting Handbook written by Michael Futter and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-09 with categories.