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Book Innovation And Strategy Of Online Games

Download or read book Innovation And Strategy Of Online Games written by Jong Hyun Wi and published by World Scientific. This book was released on 2009-02-18 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business.This book also contains authentic and accumulated research conducted over five years in the international domain of the online game industry. This research unveils diverse strategies of game companies and presents cognitive differences toward the online game business where various convergences will occur between the online game and other Internet businesses./a

Book Innovation and Strategy of Online Games

Download or read book Innovation and Strategy of Online Games written by H. Wi Jong and published by Imperial College Press. This book was released on 2009 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business.

Book  Preface To  Innovation and Strategy of Online Games

Download or read book Preface To Innovation and Strategy of Online Games written by Jong-Hyun Wi and published by . This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: The main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business. This book also contains authentic and accumulated research conducted over five years in the international domain of the online game industry. This research unveils diverse strategies of game companies and presents cognitive differences toward the online game business where various convergences will occur between the online game and other Internet businesses.

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 Timing strategies of innovations in the video game industry

Download or read book Timing strategies of innovations in the video game industry written by Michael Beu and published by GRIN Verlag. This book was released on 2019-12-18 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt: Seminar paper from the year 2013 in the subject Computer Science - Games Engineering, grade: 1,0, The FOM University of Applied Sciences, Hamburg, language: English, abstract: The intention of this assignment is to figure out if timing strategies are relevant for the innovation process. In case to do this the author took the example of the video game industry to deflect several timing strategies. The choice for the video game industry depended on the high innovation ratio in this industry. Since 1977 at least every year was a new console released which was in handling, performance, or technology different from the ancestor products. The target is the evaluation of timing strategies as a success driver for this industry. The focus lay on the time-to-market timing and the market-entry timing. To come to a result at first the term innovation will be defined. The second step is a description of the innovation process. Out of the innovation process the author will deflect different timing strategies. The next part of the assignment will be a short overview of the video game industry. After that a case study will follow which reflects the release of video game consoles of the last 20 years beyond the aspect of time-to-market and market entry timing. In the end the author will give a conclusion of the treatment of timing strategies in combination with innovations.

Book Strategic Innovation

Download or read book Strategic Innovation written by Allan Afuah and published by Routledge. This book was released on 2009-04-01 with total page 688 pages. Available in PDF, EPUB and Kindle. Book excerpt: In today’s fast-changing business environment, those firms that want to remain competitive must also be innovative. Innovation is not simply about developing new technologies into new products or services, but in many cases, finding new models for doing business in the face of change. It often entails changing the rules of the game. Strategic Innovation demonstrates to students how to create and appropriate value using new game strategies to gain competitive advantage. The book begins with a summary of the major strategic frameworks and showing the origins of strategic innovation. Next, Afuah gives a thorough examination of contemporary strategy from an innovation standpoint, including: how to develop strategy in the face of change a detailed framework for assessing the profitability potential of a strategy or product consideration of how both for-profit and non-profit organizations can benefit from new game strategies. With a wealth of quantitative examples of successful strategies, as well as descriptive cases, Strategic Innovation will complement courses in strategy, and technology and innovation.

Book Innovation Games

Download or read book Innovation Games written by Luke Hohmann and published by Pearson Education. This book was released on 2006-08-28 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Innovation Through Understandingsm The toughest part of innovation? Accurately predicting what customers want, need, and will pay for. Even if you ask them, they often can’t explain what they want. Now, there’s a breakthrough solution: Innovation Games. Drawing on his software product strategy and product management consulting experience, Luke Hohmann has created twelve games that help you uncover your customers’ true, hidden needs and desires. You’ll learn what each game will accomplish, why it works, and how to play it with customers. Then, Hohmann shows how to integrate the results into your product development processes, helping you focus your efforts, reduce your costs, accelerate time to market, and deliver the right solutions, right from the start. Learn how your customers define success Discover what customers don’t like about your offerings Uncover unspoken needs and breakthrough opportunities Understand where your offerings fit into your customers’ operations Clarify exactly how and when customers will use your product or service Deliver the right new features, and make better strategy decisions Increase empathy for the customers’ experience within your organization Improve the effectiveness of the sales and service organizations Identify your most effective marketing messages and sellable features Innovation Games will be indispensable for anyone who wants to drive more successful, customer-focused product development: product and R&D managers, CTOs and development leaders, marketers, and senior business executives alike.

Book The Mythical Man Month  Essays On Software Engineering  Anniversary Edition  2 E

Download or read book The Mythical Man Month Essays On Software Engineering Anniversary Edition 2 E written by Brooks and published by Pearson Education India. This book was released on 1995-09 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Handbook of East Asian Entrepreneurship

Download or read book Handbook of East Asian Entrepreneurship written by Tony Fu-Lai Yu and published by Routledge. This book was released on 2014-10-03 with total page 469 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the shift of the global economic gravity toward emerging economies and the roaring economic growth of the past three decades in China, East Asian catching-up growth strategies have profound implications for latecomer economies. While there are many handbooks on entrepreneurship in general, there is no reference on East Asian entrepreneurship. This is the first of its kinds in the market. The volume provides a useful reference for those who want to know East Asian entrepreneurship and business systems. It also provides many excellent cases and illustrations on the growth of entrepreneurial firms and the rise of branded products in East Asia. Policy makers or scholars who are interested in entrepreneurship, small and medium sized enterprises, Asian business systems, international business, innovation and technology management, economic development, strategic management and East Asian studies would benefit from this volume. The volume contains two parts. The first part is the key concepts associate with entrepreneurship and East Asian firm growth and transformation. The second part presents cases of entrepreneurial firms and their founders in East Asia, including Japan, South Korea, Taiwan, Hong Kong and China. With the handbook, scholars, students and policy makers can grab some basic ideas how entrepreneurs and firms in East Asia compete and survive in the world market and understand why and how East Asia economies can emerge as one of the most dynamic regions in the world. Part I concepts: relating to Entrepreneurship: Guanxi Catching-up strategies Types of entrepreneurship Business System Strategic Management Leadership Part II cases cover variedly from manufacturing to services industries, and specifically including traditional and newly corporations ranging from toys, convenient stores, fast fashion, high-tech, to catering and service. Written by experts in their respective areas, Handbook of East Asia entrepreneurship is an excellent review of theories, policies and empirical evidences on important topics in Entrepreneurship in East Asian economic development. The book is both a superb teaching tool and a valuable handbook in development economics.

Book Gamestorming

    Book Details:
  • Author : Dave Gray
  • Publisher : "O'Reilly Media, Inc."
  • Release : 2010-07-14
  • ISBN : 1449395902
  • Pages : 290 pages

Download or read book Gamestorming written by Dave Gray and published by "O'Reilly Media, Inc.". This book was released on 2010-07-14 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Great things don't happen in a vacuum. But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming. This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming. Overcome conflict and increase engagement with team-oriented games Improve collaboration and communication in cross-disciplinary teams with visual-thinking techniques Improve understanding by role-playing customer and user experiences Generate better ideas and more of them, faster than ever before Shorten meetings and make them more productive Simulate and explore complex systems, interactions, and dynamics Identify a problem's root cause, and find the paths that point toward a solution

Book One Up

    Book Details:
  • Author : Joost van Dreunen
  • Publisher : Columbia University Press
  • Release : 2020-10-06
  • ISBN : 0231552211
  • Pages : 317 pages

Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book From Knowledge Management To Strategic Competence  Assessing Technological  Market And Organisational Innovation  Third Edition

Download or read book From Knowledge Management To Strategic Competence Assessing Technological Market And Organisational Innovation Third Edition written by Joe Tidd and published by World Scientific Publishing Company. This book was released on 2012-04-30 with total page 431 pages. Available in PDF, EPUB and Kindle. Book excerpt: There continues to be much interest in the business and academic communities in the concept of strategic competencies or core capabilities, in other words, how organisations define and differentiate themselves. More recently, this field has fragmented into a number of related disciplines with subtle differences in focus:Knowledge management — how organisations identify, share and exploit their internal competencies, in particular the knowledge of individuals.Organisational learning — the relationship between individual and organisational knowledge and how organisations ‘unlearn’ past competencies and acquire new competencies.Strategic management — how competencies can be assessed, and how these contribute to performance.Innovation management — how such competencies are translated into new processes, products and services.This book aims to integrate strategic and knowledge management approaches to capability building with the development of competencies by bringing together the latest research and practices from international experts in the field. This third edition has been fully updated with five new chapters./a

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 Game Thinking

    Book Details:
  • Author : Amy Jo Kim
  • Publisher : Gamethinking.IO
  • Release : 2018-05-25
  • ISBN : 9780999788547
  • Pages : 214 pages

Download or read book Game Thinking written by Amy Jo Kim and published by Gamethinking.IO. This book was released on 2018-05-25 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.

Book Co Creation  Innovation and New Service Development

Download or read book Co Creation Innovation and New Service Development written by Jedrzej Czarnota and published by Routledge. This book was released on 2017-12-22 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: Involving customers in the development and production of new services becomes a powerful force across many creative industries. Customers can directly supply the firm with innovative ideas, provide skilled labour, and act as a powerful force in marketing. Firms across the world, as they seek to innovate and to better respond to market needs, begin to recognize the benefits stemming from customers’ involvement in their operations. Co-creation also becomes more prevalent as customers begin to expect it from firms – seeking to influence their favourite services or products, and to have them better tailored to their needs. Nevertheless, empowering the customers and involving them in the internal affairs of a firm is both difficult and risky. Despite co-creation becoming increasingly important to firms, very few accounts of it exist and many firms fail. Therefore, to navigate those straits, and to reap the benefits of co-creation, requires knowledge and more complete understanding of socio-cultural forces underpinning it. By studying a wide array of videogames firms in the USA and Europe, this book provides a unique insight into co-creation. It builds on the existing theories to provide unified framework for understanding co-creation in creative industries and other sectors. It combines insights from the dynamics of customer communities, with firm’s perspective on innovation management and organizational transformation. The book offers highly detailed insights into the industry, which is at the forefront of co-creation. Furthermore, it sheds new light on the videogames firms and their operations and is therefore ideally designed for researchers, educators, and students alike in the fields of knowledge management, innovation management, firm strategy, organization studies and creativity management.

Book Digital Disruptive Innovation

Download or read book Digital Disruptive Innovation written by Tidd Joe and published by World Scientific. This book was released on 2019-08-21 with total page 560 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Managing Innovation  What Do We Know About Innovation Success Factors

Download or read book Managing Innovation What Do We Know About Innovation Success Factors written by Brem Alexander and published by World Scientific. This book was released on 2019-03-22 with total page 400 pages. Available in PDF, EPUB and Kindle. Book excerpt: Managing Innovation is a three-part series covering contemporary technology and innovation management research areas. Each volume comprises key articles from both the International Journal of Innovation Management and the International Journal of Innovation and Technology Management, published by World Scientific, and provides an international, disciplinary approach across its broad coverage of topics.Relevant for both academics and practitioners, this volume answers how organisations can develop innovative approaches from a perspective that encompasses technological advances, changes in the market and individual entrepreneurs.