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Book Designing an Effective Next Generation Gaming Entertainment Console Market Strategy for Gamers and Non Gamers

Download or read book Designing an Effective Next Generation Gaming Entertainment Console Market Strategy for Gamers and Non Gamers written by Rodolfo C. Rivas and published by . This book was released on 2015 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The game console industry is relatively new having started in the 70s, where it experienced its first boom with Atari. Although the success of Atari was enormous, it would have been difficult to imagine that four decades later the Global games market would be worth a staggering $81.5Bn USD in 2014 alone. Through the next decades, Atari gave way to the three dominant players that control basically all the game console market, namely Nintendo, Sony and Microsoft. In recent years, new game platforms have emerged in the form of mobile (Android, iOS), and they are gaining market share - this upward trend in global revenue should keep Microsoft's bigwigs awake at night. The aim of this paper is to evaluate and recommend a marketing strategy to be followed by Microsoft in order to increase its market share in the highly dynamic and competitive videogame console industry.

Book Innovation and Marketing in the Video Game Industry

Download or read book Innovation and Marketing in the Video Game Industry written by David Wesley and published by CRC Press. This book was released on 2016-05-23 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Video Game Marketing

Download or read book Video Game Marketing written by Peter Zackariasson and published by Taylor & Francis. This book was released on 2016-10-04 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Changing the Game

Download or read book Changing the Game written by David Edery and published by FT Press. This book was released on 2008-10-07 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Book Approaches and Strategies in Next Generation Science Learning

Download or read book Approaches and Strategies in Next Generation Science Learning written by Khine, Myint Swe and published by IGI Global. This book was released on 2013-01-31 with total page 383 pages. Available in PDF, EPUB and Kindle. Book excerpt: Approaches and Strategies in Next Generation Science Learning examines the challenges involved in the development of modern curriculum models, teaching strategies, and assessments in science education in order to prepare future students in the 21st century economies. This comprehensive collection of research brings together science educators, researchers and administrators interested in enhancing the teaching and learning of next generation science.

Book Crafting and Executing Strategy

Download or read book Crafting and Executing Strategy written by Alex Janes and published by McGraw Hill. This book was released on 2017-02-16 with total page 673 pages. Available in PDF, EPUB and Kindle. Book excerpt: This new edition of Craftingand Executing Strategy continues to provide a valuable resource forEuropean readers while embracing new and updated core concepts and key theoriesin strategy. Throughout the text you will find a range of examples thatillustrate how strategy works in the real world and encourage the practicalapplication of learning. Complementing the chapters is a section of new casesproviding in-depth analysis of the challenges of strategic management at arange of companies. This edition includes: • A new 6Ds framework, allowing readers to structure theirapproach to strategic management around the fundamental elements of thestrategy process (Diagnosis, Direction, Decisions and Delivery) and the contextwithin which that process is managed (Dynamism and Disorder). • Opening cases that begin each chapter and feature real-lifebusiness scenarios from companies such as Tinder, Ikea and Victorinox,introducing strategic concepts and theories. • Illustration Capsules, which have been updated to illustratecontemporary business concerns and demonstrate how companies have reactedstrategically, increasing understanding of successful strategies. Companiesfeatured include Burberry, TOMS, Aldi, Novo Nordisk and more. • Key Debates that stimulate classroom discussion and encouragecritical analysis. • Emerging Themes that present contemporary strategicopportunities and issues such as ripple intelligence and technology and neworganizational structures. • A Different View encouraging readers to appreciate differingviewpoints on strategic concepts and theories. • End of chapter cases that capture each chapter’s main theoriesthrough engaging cases on companies such as Adidas and Nike, Lego and Uber. • New recommended reading at the end of each chapter which help tofurther knowledge, including classic texts and advanced reading, and authornotes providing context Connect is McGraw-Hill Education’s learning and teachingenvironment that improves student performance and outcomes while promotingengagement and comprehension of content. New for this edition are interview-style videos, featuring authorAlex Janes in discussion with business leaders, exploring how organizationalstrategy has developed within companies as diverse as Jeep, Levi Strauss, NovoNordisk and a prestigious oil and gas company. The videos are provided infull-length or in segments, with questions aimed at encouraging classroomdiscussion or self-testing. This new edition is available with SmartBook, McGraw-HillEducation’s adaptive, digital tool that tests students’ knowledge of key conceptsand pinpoints the topics on which they need to focus study time. Crafting and Executing Strategy is also available with both TheBusiness Strategy Game and GLO-BUS – the world’sleading business strategy simulations.

Book Gaming  Simulations and Society

    Book Details:
  • Author : International Simulation and Gaming Association. International Conference
  • Publisher : Springer Science & Business Media
  • Release : 2005
  • ISBN : 9784431223085
  • Pages : 340 pages

Download or read book Gaming Simulations and Society written by International Simulation and Gaming Association. International Conference and published by Springer Science & Business Media. This book was released on 2005 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation This book presents a current research scope and perspective of Simulation and Gaming. Theoretical problems of Simulation and Gaming will be examined with a view to improving the social sciences through the introduction of the techniques and concepts of Simulation and Gaming. The fields of economics, political science, psychology and business management can all be radically improved by introducing such techniques of Simulation and Gaming as the Agent-Based Modelling. Other important topics are the analysis of philosophical foundations in Simulation and Gaming as an academic discipline. The ever growing and massive popularity of PC and arcade games cannot be ignored. Their potential as agents of education and their essentially violent nature raise many ethical and moral problems that need to be addressed.

Book A History of Xbox

    Book Details:
  • Author : Christopher Bish
  • Publisher : Christopher Bish
  • Release : 2023-08-01
  • ISBN :
  • Pages : 23 pages

Download or read book A History of Xbox written by Christopher Bish and published by Christopher Bish. This book was released on 2023-08-01 with total page 23 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book takes readers on an enthralling ride, starting with the ambitious beginnings of the original Xbox, Microsoft's first foray into the gaming world. It traces the challenges, triumphs, and pivotal moments that shaped the console's evolution, including the competitive battle with established players and the revolutionary launch of Xbox Live, which redefined multiplayer gaming.

Book Handbook of Research on Innovations in Technology and Marketing for the Connected Consumer

Download or read book Handbook of Research on Innovations in Technology and Marketing for the Connected Consumer written by Dadwal, Sumesh Singh and published by IGI Global. This book was released on 2019-11-15 with total page 532 pages. Available in PDF, EPUB and Kindle. Book excerpt: Connected customers, using a wide range of devices such as smart phones, tablets, and laptops have ushered in a new era of consumerism. Now more than ever, this change has prodded marketing departments to work with their various IT departments and technologists to expand consumers’ access to content. In order to remain competitive, marketers must integrate marketing campaigns across these different devices and become proficient in using technology. The Handbook of Research on Innovations in Technology and Marketing for the Connected Consumer is a pivotal reference source that develops new insights into applications of technology in marketing and explores effective ways to reach consumers through a wide range of devices. While highlighting topics such as cognitive computing, artificial intelligence, and virtual reality, this publication explores practices of technology-empowered digital marketing as well as the methods of applying practices to less developed countries. This book is ideally designed for marketers, managers, advertisers, branding teams, application developers, IT specialists, academicians, researchers, and students.

Book An Introduction to Game Studies

Download or read book An Introduction to Game Studies written by Frans Mäyrä and published by SAGE. This book was released on 2008-02-18 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as ′game′ and play′ - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as ′culture′ and subculture - Analyse the relationship between technology and interactivity and between ′game′ and ′reality′ - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mäyrä is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Book Beginning XNA 3 0 Game Programming

Download or read book Beginning XNA 3 0 Game Programming written by Bruno Evangelista and published by Apress. This book was released on 2009-05-31 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: Would you like to create your own games, but never have the time to dig into the details of multimedia programming? Now you don't have to! XNA 3.0 makes it simple to create your own games, which will run on your PC and Xbox 360 console. Even if you don't know how to program at all, Beginning XNA 3.0 Game Programming: From Novice to Professional will teach you the basics of C# 2008 programming along the way. Don't get overwhelmed with details you don't need to know—just learn what you need to start creating your own games right now! This fast–paced introduction to XNA 3.0 and the C# language provides you with a quick–start guide to creating high–quality XNA games. You'll be introduced to the key concepts and ideas you need to know in a gradual fashion so that you master one concept before using it as a foundation for the next. Before long, you will have the skills to create smooth, professional–looking results in a range of gaming genres. By the end of the book, you will have constructed several working games and have an excellent knowledge base from which to investigate more advanced techniques.

Book Encyclopedia of Video Games  3 volumes

Download or read book Encyclopedia of Video Games 3 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1365 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Book The Video Game Theory Reader 2

Download or read book The Video Game Theory Reader 2 written by Bernard Perron and published by Routledge. This book was released on 2008-11-19 with total page 453 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games.

Book New Media

    Book Details:
  • Author : Anna Everett
  • Publisher : Routledge
  • Release : 2003-02-28
  • ISBN : 1135372527
  • Pages : 305 pages

Download or read book New Media written by Anna Everett and published by Routledge. This book was released on 2003-02-28 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: First published in 2003. Routledge is an imprint of Taylor & Francis, an informa company.

Book Advanced Game Design

    Book Details:
  • Author : Michael Sellers
  • Publisher : Addison-Wesley Professional
  • Release : 2017-10-30
  • ISBN : 0134669452
  • Pages : 624 pages

Download or read book Advanced Game Design written by Michael Sellers and published by Addison-Wesley Professional. This book was released on 2017-10-30 with total page 624 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Advanced Game Design, pioneering game designer and instructor Michael Sellers situates game design practices in a strong theoretical framework of systems thinking, enabling designers to think more deeply and clearly about their work, so they can produce better, more engaging games for any device or platform. Sellers offers a deep unifying framework in which practical game design best practices and proven systems thinking theory reinforce each other, helping game designers understand what they are trying to accomplish and the best ways to achieve it. Drawing on 20+ years of experience designing games, launching game studios, and teaching game design, Sellers explains: What games are, and how systems thinking can help you think about them more clearly How to systematically promote engagement, interactivity, and fun What you can learn from MDA and other game design frameworks How to create gameplay and core loops How to design the entire player experience, and how to build game mechanics that work together to create that experience How to capture your game’s “big idea” and Unique Selling Proposition How to establish high-level and background design and translate it into detailed design How to build, playtest, and iterate early prototypes How to build your game design career in a field that keeps changing at breakneck speed

Book Mobile   Social Game Design

Download or read book Mobile Social Game Design written by Tim Fields and published by CRC Press. This book was released on 2014-01-22 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: Successfully Navigate the Evolving World of Mobile and Social Game Design and Monetization Completely updated, Mobile & Social Game Design: Monetization Methods and Mechanics, Second Edition explains how to use the interconnectedness of social networks to make "stickier," more compelling games on all types of devices. Through the book’s many design and marketing techniques, strategies, and examples, you will acquire a better understanding of the design and monetization mechanics of mobile and social games as well as working knowledge of industry practices and terminology. Learn How to Attract—and Retain—Gamers and Make Money The book explores how the gaming sector has changed, including the evolution of free-to-play games on mobile and tablet devices, sophisticated subscription model-based products, and games for social media websites, such as Facebook. It also demystifies the alphabet soup of industry terms that have sprouted up around mobile and social game design and monetization. A major focus of the book is on popular mechanisms for acquiring users and methods of monetizing users. The author explains how to put the right kinds of hooks in your games, gather the appropriate metrics, and evaluate that information to increase the game’s overall stickiness and revenue per user. He also discusses the sale of virtual goods and the types of currency used in games, including single and dual currency models. Each chapter includes an interview with industry leaders who share their insight on designing and producing games, analyzing metrics, and much more.

Book Contemporary Trends in Innovative Marketing Strategies

Download or read book Contemporary Trends in Innovative Marketing Strategies written by Barbosa, Belem and published by IGI Global. This book was released on 2024-02-19 with total page 413 pages. Available in PDF, EPUB and Kindle. Book excerpt: In global commerce, marked by the relentless advance of digital technology, businesses find themselves constantly challenged to devise innovative and disruptive marketing strategies. Adapting to these changes is no longer a choice but a necessity. To thrive, companies must remain vigilant, updating their resources and adopting emerging trends with unwavering agility. Contemporary Trends in Innovative Marketing Strategies explores the demands and dynamics of modern marketing. This book is tailored to meet the needs of students, educators, and managers seeking a profound understanding of today's marketing trends. Firstly, the book delves deep into the current trends steering marketing innovation. It dissects the latest developments that are reshaping the marketing landscape, identifies pivotal trends, and elucidates their ramifications for businesses. Secondly, the book embarks on a journey to explore innovative marketing strategies engineered to confront contemporary business challenges and seize emerging opportunities. It unlocks novel approaches that adeptly cater to the market, providing insights into strategic frameworks, methodologies, and practices. Lastly, the book illustrates these concepts with real-world case studies, offering proof of innovative marketing's successful applications across diverse business sectors. These cases serve to inspire and demonstrate how innovative marketing strategies can be put into action, resulting in tangible outcomes. This book is designed for a diverse audience, including academics and students keen on exploring the latest trends in innovative marketing, educators searching for compelling case studies to enhance their teaching materials, and practitioners eager to bridge the gap between research and practical application in innovative marketing.