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One up : : Creativity, Competition, and the Global Business of Video Games

Dreunen, Joost van,. Book - 2020 794.8 Dr 1 On Shelf No requests on this item Community Rating: 4 out of 5

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Call Number: 794.8 Dr
On Shelf At: Downtown Library

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Downtown 2nd Floor
4-week checkout
794.8 Dr 4-week checkout On Shelf

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.
"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.

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Games submitted by bBallking50 on August 5, 2023, 8:56pm That’s good

Cover image for One up : : creativity, competition, and the global business of video games


PUBLISHED
New York : Columbia University Press, [2020]
Year Published: 2020
Description: xxii, 272 pages : illustrations ; 24 cm.
Language: English
Format: Book

ISBN/STANDARD NUMBER
9780231197526
0231197527

SUBJECTS
Video games industry.
Video games -- Economic aspects.
Creative ability in business.
Competition.