The Business of Gaming

The Business of Gaming

Author: Laura Hamilton Waxman

Publisher: Lerner Digital ™

Published: 2021-08-01

Total Pages: 24

ISBN-13: 1728442575

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An inside look at the biggest events and superstars of the popular gaming industry


Game Theory for Business

Game Theory for Business

Author: Paul A. Papayoanou

Publisher: Probabilistic Publishing

Published: 2010

Total Pages: 173

ISBN-13: 9780964793873

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Business executives, managers, and negotiators regularly interact in ways that resemble a game of chess. Yet while game theory is the leading tool in academia for analyzing such interdependent choices, its use in the business world has been limited by its perceived lack of practicality. Until now, that is. "Game Theory for Business: A Primer in Strategic Gaming" outlines a straightforward, practical approach for using game theory. The book demonstrates how Strategic Gaming has, can, and should be applied to help savvy strategists and negotiators shape and play the game of business effectively.


Changing the Game

Changing the Game

Author: David Edery

Publisher: FT Press

Published: 2008-10-07

Total Pages: 238

ISBN-13: 0137151756

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Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way


Innovation and Marketing in the Video Game Industry

Innovation and Marketing in the Video Game Industry

Author: David T. A. Wesley

Publisher: Gower Publishing, Ltd.

Published: 2010

Total Pages: 288

ISBN-13: 9780566091674

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Based on their extensive research into the business and marketing strategies of the video game industry, David Wesley and Gloria Barczak consider how and why, in the search for the holy grail of high definition gaming, many companies have become ensnared in a 'performance trap' that causes them to lose sight of the customer. The history of technology is littered with examples of superior products that either failed or sold poorly relative to technically inferior competing products. Innovation and Marketing in the Video Game Industry examines the factors behind success and failure and identifies patterns that will help engineers, developers, and executives formulate better business strategies.


The Business of Gaming

The Business of Gaming

Author: William R. Eadington

Publisher: University of Nevada, Reno Bureau of Business & Economic Research

Published: 1999

Total Pages: 502

ISBN-13:

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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.


The Business of Indie Games

The Business of Indie Games

Author: Alex Josef

Publisher: CRC Press

Published: 2022-05-03

Total Pages: 287

ISBN-13: 1000583287

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"The Business of Indie Games provides exceptional insight into how the video games industry works. It shares valuable information on how to successfully self-publish and secure publisher support. Whether you’re making your first game or tenth, this book is a must read." – Paul Baldwin, Curve Digital "The video game industry is a tough business and anyone looking to succeed in indie development should give The Business of Indie Games a read." – Graham Smith, Co-Founder of DrinkBox Studios "This book is a fast track to success for anyone managing a game launch and looking to raise funding for their projects. It shares knowledge that you only learn after years of triumphs and failures within this industry." – Scott Drader, Co-Founder of Metalhead Software "There’s nothing like The Business of Indie Games taught in school. You learn how to make a game, but not how to conduct business, market, and launch a game. This book dives into topics that every indie developer should know." – Yukon Wainczak, Founder of Snoozy Kazoo "I’ve seen no better guide for understanding how the video game industry really works. An important read for anyone whose work touches games, including those of us looking to engage the community." – Carla Warner, Director of STREAM for No Kid Hungry The Business of Indie Games explores what many universities forget to cover: how to sell and market your own indie game to potential publishers and developers. While many classes help students on their way to designing and programming their own games, there are few classes that equip students with the skills to sell their own product. In essence, this means future indie game developers are not equipped to talk to investors, negotiate with publishers, and engage with major platforms like Steam and Nintendo. Authors Alex Josef, Alex Van Lepp, and Marshal D. Carper are looking to rectify this problem by helping indie game developers and companies level up their business acumen. With detailed chapters and sections that deal with different engines, negotiation tactics, and marketing, The Business of Indie Games is the perfect omnibus for up-and-coming indie game developers. The future of gaming curriculums is not just in teaching students how to create games but also in preparing them for the business of games.


Get in the Game

Get in the Game

Author: Jonathan Stringfield

Publisher: John Wiley & Sons

Published: 2022-07-26

Total Pages: 262

ISBN-13: 1119855365

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An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.


The Video Games Textbook

The Video Games Textbook

Author: Brian J. Wardyga

Publisher: CRC Press

Published: 2023-06-13

Total Pages: 751

ISBN-13: 1000868222

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The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes