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_a9780231552219 _qPDF |
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_a10.7312/dreu19752 _2doi |
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| 035 | _a(DE-B1597)566375 | ||
| 035 | _a(OCoLC)1145090083 | ||
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_aDE-B1597 _beng _cDE-B1597 _erda |
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| 050 | 0 | 0 | _aHD9993.E452 |
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_aBUS063000 _2bisacsh |
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| 084 | _aonline - DeGruyter | ||
| 100 | 1 |
_avan Dreunen, Joost _eautore |
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| 245 | 1 | 0 |
_aOne Up : _bCreativity, Competition, and the Global Business of Video Games / _cJoost van Dreunen. |
| 264 | 1 |
_aNew York, NY : _bColumbia University Press, _c[2020] |
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| 264 | 4 | _c©2020 | |
| 300 |
_a1 online resource : _b39 figures, 23 tables |
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| 336 |
_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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| 505 | 0 | 0 |
_tFrontmatter -- _tContents -- _tPreface -- _tAcknowledgments -- _tIntroduction -- _tPART 1 GAMES AS A PRODUCT -- _t1 Digitalization of Interactive Entertainment -- _t2 Games Industry Basics -- _t3 Empire on the Edge of the Volcano -- _tPART 2 GAMES AS A SERVICE -- _t4 Everyone Is a Gamer Now -- _t5 Myth of the Mobile Millionaire -- _t6 Greatly Exaggerated Death of the Console -- _t7 Glorious Return of PC Gaming -- _tPART 3 GAMES AS MEDIA -- _t8 Epic Quest for Intellectual Property -- _t9 Watching Other People Play Video Games, and Why -- _t10 Next-Gen Revenue Models -- _tConclusion -- _tAppendix: Empirical Procedure -- _tNotes -- _tBibliography -- _tIndex |
| 506 | 0 |
_arestricted access _uhttp://purl.org/coar/access_right/c_16ec _fonline access with authorization _2star |
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| 520 | _aWhat 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. | ||
| 538 | _aMode of access: Internet via World Wide Web. | ||
| 546 | _aIn English. | ||
| 588 | 0 | _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 27. Jan 2023) | |
| 650 | 0 | _aCompetition. | |
| 650 | 0 | _aCreative ability in business. | |
| 650 | 0 | _aVideo games industry. | |
| 650 | 0 |
_aVideo games _xEconomic aspects. |
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| 650 | 7 |
_aBUSINESS & ECONOMICS / Strategic Planning. _2bisacsh |
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| 850 | _aIT-RoAPU | ||
| 856 | 4 | 0 | _uhttps://doi.org/10.7312/dreu19752 |
| 856 | 4 | 0 | _uhttps://www.degruyter.com/isbn/9780231552219 |
| 856 | 4 | 2 |
_3Cover _uhttps://www.degruyter.com/document/cover/isbn/9780231552219/original |
| 942 | _cEB | ||
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_c184652 _d184652 |
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