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008 230127t20202020nyu fo d z eng d
010 _a2020012566
020 _a9780231552219
_qPDF
024 7 _a10.7312/dreu19752
_2doi
035 _a(DE-B1597)9780231552219
035 _a(DE-B1597)566375
035 _a(OCoLC)1145090083
040 _aDE-B1597
_beng
_cDE-B1597
_erda
050 0 0 _aHD9993.E452
072 7 _aBUS063000
_2bisacsh
084 _aonline - DeGruyter
100 1 _avan Dreunen, Joost
_eautore
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]
264 4 _c©2020
300 _a1 online resource :
_b39 figures, 23 tables
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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
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.
650 7 _aBUSINESS & ECONOMICS / Strategic Planning.
_2bisacsh
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
999 _c184652
_d184652