Gaming Industry

Gaming Industry

Author: IntroBooks

Publisher: Can Akdeniz

Published: 2019-01-12

Total Pages: 43

ISBN-13:

DOWNLOAD EBOOK

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.


Breaking Into the Game Industry

Breaking Into the Game Industry

Author: Brenda Brathwaite

Publisher: Course Technology

Published: 2012

Total Pages: 0

ISBN-13: 9781435458048

DOWNLOAD EBOOK

Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.


Significant Zero

Significant Zero

Author: Walt Williams

Publisher: Simon and Schuster

Published: 2017-09-19

Total Pages: 304

ISBN-13: 1501129953

DOWNLOAD EBOOK

"An award-winning videogame writer offers a rare behind-the-scenes look inside the gaming industry, and expands on how games are transformed from mere toys into meaningful, artistic experiences"--


The Video Game Industry

The Video Game Industry

Author: Peter Zackariasson

Publisher: Routledge

Published: 2012-08-21

Total Pages: 272

ISBN-13: 1136258248

DOWNLOAD EBOOK

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.


Government and the Transformation of the Gaming Industry

Government and the Transformation of the Gaming Industry

Author: Richard McGowan

Publisher: Edward Elgar Publishing

Published: 2001-01-01

Total Pages: 142

ISBN-13: 184376296X

DOWNLOAD EBOOK

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.


Inside the Video Game Industry

Inside the Video Game Industry

Author: Judd Ruggill

Publisher: Taylor & Francis

Published: 2016-11-03

Total Pages: 393

ISBN-13: 1134076517

DOWNLOAD EBOOK

Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www.routledge.com/9780415828284.


One Up

One Up

Author: Joost van Dreunen

Publisher: Columbia University Press

Published: 2020-10-06

Total Pages: 317

ISBN-13: 0231552211

DOWNLOAD EBOOK

What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.


Gender Considerations and Influence in the Digital Media and Gaming Industry

Gender Considerations and Influence in the Digital Media and Gaming Industry

Author: Prescott, Julie

Publisher: IGI Global

Published: 2014-06-30

Total Pages: 357

ISBN-13: 1466661437

DOWNLOAD EBOOK

Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.