Gaming in the New Market Environment

Gaming in the New Market Environment

Author: M. Virén

Publisher: Springer

Published: 2008-06-17

Total Pages: 234

ISBN-13: 0230582613

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Gaming markets are evolving rapidly. Spearheading this change is the internet, which has enabled cross-border gambling on an unprecedented scale. This book explores the changing landscape of the gaming market and is a crucial companion for all looking for informed discussion on the future of gaming.


International Trade in Gambling Services

International Trade in Gambling Services

Author: Madalina Diaconu

Publisher: Kluwer Law International B.V.

Published: 2010-01-01

Total Pages: 298

ISBN-13: 9041132481

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The driving concept of the book's analysis, whether global or regional, is to examine the pertinent international trade regulations in services in the light of the very special nature of gambling. --


Design Thinking for New Business Contexts

Design Thinking for New Business Contexts

Author: Yujia Huang

Publisher: Springer Nature

Published: 2022-04-27

Total Pages: 215

ISBN-13: 3030942066

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This textbook identifies and critically explores the new business landscape through the lens of design thinking and contemporary industry practice, bridging the divide between the design and business domains. The book outlines the evolution of design thinking and the relationship between business and design, as well as provides in-depth studies of design thinking in turbulent business contexts, that includes the themes of sustainability, branding and organisational innovation. At its core, it articulates that design thinking is vital to establishing dynamic interdisciplinary thinking models that lead to organizational innovation. Featuring case studies and learning tasks, the book presents design thinking for readers as an organisational philosophy as opposed to a simple problem-solving tool.


Video Game Marketing

Video Game Marketing

Author: Peter Zackariasson

Publisher: Taylor & Francis

Published: 2016-10-04

Total Pages: 164

ISBN-13: 1317607473

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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.


Changing Big Business

Changing Big Business

Author: Anna Hutchens

Publisher: Edward Elgar Publishing

Published: 2009

Total Pages: 247

ISBN-13: 1848447353

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This is an important and valuable contribution both to our understanding of fair trade and the broader context in which it operates. Dr Hutchens develops an exciting new theory and presents extensive original empirical work to construct a rigorous and, at times, challenging argument concerning the limits and opportunities for the fair trade movement going forward. Alex Nicholls, University of Oxford, UK Drawing on candid accounts from practitioners, producers and industry representatives, this informative and proactive volume investigates the challenges facing today s fair trade movement and provides unique insights into the workings of social and economic power in world markets. Using original, in-depth empirical data, Anna Hutchens develops several new approaches to understanding power, governance and social change across the broad interdisciplinary fields of development, economics and politics. Emphasising fair trade s entrepreneurs, this book investigates the creation of innovative commercial fair trade business models that are often neglected in fair trade research but are crucial to the fair trade movement s survival in commercial markets. As corporate involvement in fair trade markets grows, these models will be the key variable for the sustainability of fair trade into the future. This book will be warmly welcomed by academics in the fields of economics, political science and sociology working on free trade and fair trade. International non-government organisations, such as Oxfam, and international fair trade networks will find this book invaluable. Government officials (particularly in the EU Commission and parliamentarians) working on fair trade and/or trade-and-development policy and analysis will also find this book of particular interest.


Imitation Market Modeling in Digital Economy: Game Theoretic Approaches

Imitation Market Modeling in Digital Economy: Game Theoretic Approaches

Author: Elena G. Popkova

Publisher: Springer Nature

Published: 2022-01-21

Total Pages: 850

ISBN-13: 3030932443

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This book includes the best studies on the results of the International Scientific and Practical Conference “New behaviors of market players in the digital economy,” which was held by the Institute of Scientific Communications on July 8, 2021, online, in YouTube format. This book is devoted to the study of digital economy markets from the standpoint of various market players—society (consumers), entrepreneurship, and the state—from the standpoint of various sciences—economic, managerial, social, and legal—which ensures the multidisciplinarity of the book. The uniqueness of the book lies in the application of a new scientific and methodological approach to the study of digital economy markets—simulation modeling. The advantages of a game-based scientific and methodological approach to reducing the uncertainty of economic processes and systems—a combination of quantitative and qualitative analytical methods, a systematic consideration of economic processes and systems from a socio-economic point of view—make it especially suitable for studying digital economy markets. The book identifies the impact of globalization and digitalization on the modern economy and industry markets. The trends and features of the use of advanced technologies in the digital economy markets are studied. The modern practices of business management and business integration in the digital economy are considered. The foundations of economic security and sustainable development of markets and enterprises in the digital economy are revealed. The book is suitable for scientists studying the markets of the digital economy, who will find in it scientific and methodological recommendations and developments on the application of game theory, as well as ready simulation models of the digital economy markets.


Nintendo

Nintendo

Author: Daniel W. Baack

Publisher:

Published: 2016

Total Pages:

ISBN-13: 9781506323589

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This case study investigates the various positions that Nintendo has occupied in the global video games market, throughout the company's history. Readers are asked to consider the ways in which Nintendo has responded to changing market trends, and to evaluate how Nintendo might position itself as the market continues to evolve with the introduction of new gaming technologies.


Setting Limits

Setting Limits

Author: Pekka Sulkunen

Publisher:

Published: 2019

Total Pages: 257

ISBN-13: 0198817320

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Using a public interest framework, epidemiological evidence, and an international approach, Setting Limits discusses gambling policies that will best serve the public good and minimise harm. Essential reading for policymakers and all those working in gambling research.