The Gaming Industry


The Gaming Industry
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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.



Government And The Transformation Of The Gaming Industry


Government And The Transformation Of The Gaming Industry
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Author : Richard McGowan
language : en
Publisher: Edward Elgar Publishing
Release Date : 2001-01-01

Government And The Transformation Of The Gaming Industry written by Richard McGowan and has been published by Edward Elgar Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2001-01-01 with Social Science categories.


During the 1990s the gambling industry transformed its image by referring to itself as the gaming industry . While critics of the industry scoffed at this transformation as merely a meaningless name change, it has had profound effects on the business and public policies that face the newly transformed gaming industry. The book is divided into three parts. The first part focuses on the historical and cultural forces that have shaped the new gaming industry. Emphasis is placed on the two types of games (agon games of skill, and alea games of chance). It is shown that the types of games a society embraces have a significant impact on whether gambling is permitted to enter the mainstream of the entertainment industry. The second part of the book analyzes how each segment (pari mutuel betting, lotteries and casinos) competes in the new industry. The political and social implications of gaming are the focus of the final part, which concludes with a series of recommendations that will enable the industry, public policy officials and anti gambling activists to construct policies that mitigate some of the problems associated with gambling. The book will be of particular interest to students, practitioners and scholars in public policy. It will also be pertinent to readers in economics, political science and business.



The Video Game Industry


The Video Game Industry
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Author : Peter Zackariasson
language : en
Publisher: Routledge
Release Date : 2012-08-21

The Video Game Industry 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 2012-08-21 with Games & Activities categories.


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. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.



Global Game Industries And Cultural Policy


Global Game Industries And Cultural Policy
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Author : Anthony Fung
language : en
Publisher: Springer
Release Date : 2017-02-10

Global Game Industries And Cultural Policy written by Anthony Fung and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-02-10 with Political Science categories.


This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.



Gaming Industry


Gaming Industry
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Author : IntroBooks
language : en
Publisher: Can Akdeniz
Release Date : 2019-01-12

Gaming Industry written by IntroBooks and has been published by Can Akdeniz this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-01-12 with categories.


Gaming is among the most convenient ways to relax the mind and for recreation. A number of people are the fan of gaming, and it can be seen often that people spend a lot of their time playing games. Technology has changed a lot, and it is progressively changing. There was a time when there were normal sets of games, such as Ludo or chess. These games were kept in homes to spend time or for recreation. Slowly, the computer was introduced, and everything changed. Many people are brought up playing hand video games, which were easy to carry and can be taken anywhere, than the remote controlling video games. The technology has changed a lot in the past 20 years, and there are still many things which have not been applied in the gaming industry. Many plans are there which have not been implemented. Gaming is loved by kids, youngsters, and elders, and these gaming fans take interest in the latest technologies of gaming.



The Gaming Industry


The Gaming Industry
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Author : University of Nevada Las Vegas (UNLV)
language : en
Publisher: Wiley
Release Date : 1996-05-03

The Gaming Industry written by University of Nevada Las Vegas (UNLV) and has been published by Wiley this book supported file pdf, txt, epub, kindle and other format this book has been release on 1996-05-03 with Games & Activities categories.


An authoritative introduction to the world of professional gamingand casino management, from the authorities on the subject, thefaculty of the UNLV International Gaming Institute: Vincent H.Eade, Director David J. Christianson, Dean William F. HarrahCollege of Hotel Administration Contributing faculty members: Frank D. Borsenik Leslie E.Cummings Robert J. Martin John T. Bowen Bernhardt Fried AndrewNazarechuk Pearl Brewer Zheng Gu John M. Stefanelli Anthony N.Cabot Jim Kilby This is the book for anyone interested in pursuing or advancinga career in the gaming or casino industry, the ideal reference forhospitality students as well as professionals. Completelyup-to-date and reflecting current academic and technological trendsin the field, as well as the legislative developments permittinggambling casinos in almost every state, The Gaming Industry: * Covers the historical background and regulatory aspects ofgaming * Explores all facets of casino operations--from food andbeverages to cage operations, auditing, marketing, andreporting * Examines the mathematics and utility analysis of gaming,including all newly introduced technologies and related practicesfor gaming and casino operations * And much more...



The Gaming Industry An Introduction


The Gaming Industry An Introduction
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Author : G. V. S. Sreedhar
language : en
Publisher:
Release Date : 2007-02-07

The Gaming Industry An Introduction written by G. V. S. Sreedhar and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-02-07 with Computer games categories.


Gaming, which initially started as something to entertain children in shopping malls, has today emerged as a huge industry. Its meteoric rise, from being a mere plaything for children to a passion for adults, has catapulted the gaming industry far ahead



The Future Of The Video Game Industry How Advanced Technologies Can Revolutionize The Video Game Industry And Why Esports Have Become Popular As A Type Of Spectator Sport In The 21st Century


The Future Of The Video Game Industry How Advanced Technologies Can Revolutionize The Video Game Industry And Why Esports Have Become Popular As A Type Of Spectator Sport In The 21st Century
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Author : Dr. Harrison Sachs
language : en
Publisher: The Epic Books Of Dr. Harrison Sachs
Release Date : 2020-06-26

The Future Of The Video Game Industry How Advanced Technologies Can Revolutionize The Video Game Industry And Why Esports Have Become Popular As A Type Of Spectator Sport In The 21st Century written by Dr. Harrison Sachs and has been published by The Epic Books Of Dr. Harrison Sachs this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-06-26 with Business & Economics categories.


This essay sheds light on the future of the video game industry, explicates how advanced technologies can revolutionize the video game industry, and demystifies why esports have become popular as a type of spectator sport in the 21st century . The future of the video industry will not only be characterized by dynamism as it continues to metaphorically evolve, but will also be eminently auspicious for competitors in the video game industry. Technological advancements have profoundly changed the video game industry and have rendered it all the more technology-driven by sophisticated technologies. The video industry shows no signs of contracting anytime in the imminent future. The future of the video game industry is apt be more sublime than envisioned, especially as technological advancements are made which can further revolutionize the behemoth video game industry. In 2024, it is possible to play video games in an ultra-high definition 4,000 pixels resolution. In other words, the future of the video game industry will not be solely limited to shovelware mobile games pervading the video game industry. “The global gaming market was valued at $151,550,000,000 in 2019 and is expected to reach a value of $256,970,000,000 by 2025, registering a compound annual growth rate of 9.17% over the forecast period of 2020–2025. Game developers across emerging economies are continually striving to enhance gamer's experience, launching, and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, which are incorporated into one product provided to the gamers through the cloud platform. The emergence of cloud gaming” (“Gaming Market - Growth,” n.d.) has helped to substantially drive growth in the video game market. In the coming years, cloud gaming, mobile gaming, PC gaming, and console gaming are apt to become all the more prevalent as entertainment options among customers. “Recent advances in advanced cloud technology have turned the idea of cloud gaming into reality. In cloud gaming, the server, where all the games are stored, does all the computation work, which includes game scene rendering, game logic processing video encoding, and video streaming” (“Gaming Market - Growth,” n.d.). The rising popularity of esports, gaming live streams, and gameplay videos have also contributed to the growth of the behemoth video game industry. It stands to preponderantly reason that the future of the video game industry will not only allow the video game industry to reach an unprecedented size, but will also attract more competitors to enter the sizable video game industry. In the coming years, similarly to video streaming subscription services, such as Netflix and Hulu, customers are apt to have more video game streaming subscription services available to them with a broader selection of video games to choose from playing. In other words, for a monthly subscription fee, customers will be able to have the option to stream a myriad of video games on their video game home consoles and/or computers. In the coming years, video game streaming subscription services is apt to offer a plethora of video game streaming services. “This new sector is also seen as a serious competitor for the game market” (“The Impact Of,” 2019). The console video game segment is no longer the utmost lucrative segment of the sizable video game market. In the coming years, the future of the video game industry is apt to offer far more to customers than merely just new home console video games and new “virtual reality and augmented reality” (Koss, 2020) video game experiences. In 2019, the video game industry generated over $6,300,000,000 in revenue (Koss, 2020) from “augmented reality and virtual reality” (Koss, 2020) video games. Much to the relief of gamers, “companies are busy making virtual reality experiences more consumer-friendly, and it is only a matter of time before both the weight and price of virtual reality headsets drop” (Koss, 2020). Modern virtual reality video games are a far cry from the outmoded retro virtual reality video games of the 20th Century. In stark contrast virtual reality video games, augmented reality video games do not require the usage of a bulky headset to play and allow gamers to “interact with reality and not be removed from it” (Koss, 2020) when playing an augmented reality video game.



Cultural Policy And East Asian Rivalry


Cultural Policy And East Asian Rivalry
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Author : Anthony Y. H. Fung
language : en
Publisher: Rowman & Littlefield
Release Date : 2018-05-01

Cultural Policy And East Asian Rivalry written by Anthony Y. H. Fung and has been published by Rowman & Littlefield this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-05-01 with Social Science categories.


Hong Kong was once an established hub of creativity in Asia recognized internationally for its cinema, Bruce Lee and Kung Fu. Cantopop, its particular form of pop music, was popular throughout China and East Asia from the 1970s. So why is Hong Kong’s creative industry today in a state of stagnation? Cultural Policy and East Asian Rivalry unravels the challenges faced by the creative industries in Hong Kong in relation to the wider East Asian context in countries including Singapore, Japan, Korea, Vietnam, Malaysia and China. Based on a four-year study of the gaming industry in Hong Kong, this book explores the barriers that creative industries face in the region. Fung argues that a lack of cultural policy in Hong Kong has damaged the gaming industry and by extension all creative industries in the region by rendering them uncompetitive. Conversely, the growing strength of cultural policy in other countries across the region has created further barriers for the industry.



Video Game Law


Video Game Law
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Author : S. Gregory Boyd
language : en
Publisher: CRC Press
Release Date : 2018-06-28

Video Game Law written by S. Gregory Boyd and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-06-28 with Computers categories.


Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every vid- eo game company has the financial resources to retain in-house counsel – Video Game Law addresses many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Pyne and Sean F. Kane, the most prominent,sought after, and respected video game attorneys in the country, break down the laws and legal concepts that every game developer and industry professional needs to know to better protect their game and grow their company.