Innovation and Marketing in the Video Game Industry
Avoiding the Performance Trap
Seiten
2010
Gower Publishing Ltd (Verlag)
978-0-566-09167-4 (ISBN)
Gower Publishing Ltd (Verlag)
978-0-566-09167-4 (ISBN)
Video games have had a greater impact on our society than almost any other leisure activity. This title helps readers discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers.
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. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better innovation strategies and successfully bring new products to market.
The book shows how some video game companies have used radical innovations to attract new customers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. The authors compare product features, marketing strategies, and the supply chain to help better understand this valuable industry.
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. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better innovation strategies and successfully bring new products to market.
The book shows how some video game companies have used radical innovations to attract new customers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. The authors compare product features, marketing strategies, and the supply chain to help better understand this valuable industry.
David Wesley is a Research Manager at Northeastern University's College of Business Administration in Boston. Gloria Barczak is Professor and Chair of the marketing department at Northeastern University and former director of the Executive MBA program.
Introduction
1. Shigeru Miyamoto and the Art of Donkey Kong
2. Nintendo’s Dark Age
3. PlayStation Dreams
4. Xbox Empire
5. The Brain Age
6. Rings of Death
7. The PlayStation 3
8. Blu-Rays and Netflix
9. The Wii Revolution
10. Game Development and the Rise of Casual Games
11. Guitar Hero Nation
10. Conclusion
Erscheint lt. Verlag | 28.6.2010 |
---|---|
Sprache | englisch |
Maße | 174 x 246 mm |
Gewicht | 453 g |
Themenwelt | Kunst / Musik / Theater ► Design / Innenarchitektur / Mode |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Wirtschaft ► Betriebswirtschaft / Management ► Marketing / Vertrieb | |
Wirtschaft ► Betriebswirtschaft / Management ► Unternehmensführung / Management | |
ISBN-10 | 0-566-09167-4 / 0566091674 |
ISBN-13 | 978-0-566-09167-4 / 9780566091674 |
Zustand | Neuware |
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