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One Up : Creativity, Competition, and the Global Business of Video Games / Joost van Dreunen.

By: Material type: TextTextPublisher: New York, NY : Columbia University Press, [2020]Copyright date: ©2020Description: 1 online resource : 39 figures, 23 tablesContent type:
Media type:
Carrier type:
ISBN:
  • 9780231552219
Subject(s): LOC classification:
  • HD9993.E452
Other classification:
  • online - DeGruyter
Online resources:
Contents:
Frontmatter -- Contents -- Preface -- Acknowledgments -- Introduction -- PART 1 GAMES AS A PRODUCT -- 1 Digitalization of Interactive Entertainment -- 2 Games Industry Basics -- 3 Empire on the Edge of the Volcano -- PART 2 GAMES AS A SERVICE -- 4 Everyone Is a Gamer Now -- 5 Myth of the Mobile Millionaire -- 6 Greatly Exaggerated Death of the Console -- 7 Glorious Return of PC Gaming -- PART 3 GAMES AS MEDIA -- 8 Epic Quest for Intellectual Property -- 9 Watching Other People Play Video Games, and Why -- 10 Next-Gen Revenue Models -- Conclusion -- Appendix: Empirical Procedure -- Notes -- Bibliography -- Index
Summary: What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies look unconventional—and are often ignored—from the standpoint of traditional business strategy. Yet they have thrived in the face of digitalization, generating billions in revenue through business models such as offering content for free in order to build market share and draw in customers.One Up offers a pioneering empirical analysis of innovation and strategy in the video games industry to explain how it has gone from the fringe to the mainstream. Drawing on almost twenty years of practical and academic experience in the interactive entertainment field, Joost van Dreunen analyzes how business model innovation has made the video game industry what it is today. Covering more than three decades of industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy as they do 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 reveals how the emergence of digital and mobile gaming can make us rethink traditional product-based strategies. One Up is required reading for investors, strategic decision makers, creatives, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.
Holdings
Item type Current library Call number URL Status Notes Barcode
eBook eBook Biblioteca "Angelicum" Pont. Univ. S.Tommaso d'Aquino Nuvola online online - DeGruyter (Browse shelf(Opens below)) Online access Not for loan (Accesso limitato) Accesso per gli utenti autorizzati / Access for authorized users (dgr)9780231552219

Frontmatter -- Contents -- Preface -- Acknowledgments -- Introduction -- PART 1 GAMES AS A PRODUCT -- 1 Digitalization of Interactive Entertainment -- 2 Games Industry Basics -- 3 Empire on the Edge of the Volcano -- PART 2 GAMES AS A SERVICE -- 4 Everyone Is a Gamer Now -- 5 Myth of the Mobile Millionaire -- 6 Greatly Exaggerated Death of the Console -- 7 Glorious Return of PC Gaming -- PART 3 GAMES AS MEDIA -- 8 Epic Quest for Intellectual Property -- 9 Watching Other People Play Video Games, and Why -- 10 Next-Gen Revenue Models -- Conclusion -- Appendix: Empirical Procedure -- Notes -- Bibliography -- Index

restricted access online access with authorization star

http://purl.org/coar/access_right/c_16ec

What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies look unconventional—and are often ignored—from the standpoint of traditional business strategy. Yet they have thrived in the face of digitalization, generating billions in revenue through business models such as offering content for free in order to build market share and draw in customers.One Up offers a pioneering empirical analysis of innovation and strategy in the video games industry to explain how it has gone from the fringe to the mainstream. Drawing on almost twenty years of practical and academic experience in the interactive entertainment field, Joost van Dreunen analyzes how business model innovation has made the video game industry what it is today. Covering more than three decades of industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy as they do 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 reveals how the emergence of digital and mobile gaming can make us rethink traditional product-based strategies. One Up is required reading for investors, strategic decision makers, creatives, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.

Mode of access: Internet via World Wide Web.

In English.

Description based on online resource; title from PDF title page (publisher's Web site, viewed 27. Jan 2023)