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One up : creativity, competition, and the global business of video games / Joost van Dreunen.

By: Publisher: New York : Columbia University Press, 2020Edition: 1 EditionDescription: xxii, 272 pages : illustrations ; 24 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9780231197526
Subject(s): Genre/Form: Additional physical formats: Online version:: One upLOC classification:
  • HD9993.E452 D748 2020
Summary: "Video games such as Fortnite, Minecraft, and Pokemon Go have been business successes in recent years, but the industry has not always been that way. As with any field of business, there have been crashes and other market disruptions. Even so, these firms march on, thriving in the face of digitalization and adopting unusual strategies like giving content away for free in order to build market share and draw in customers. The author draws on three decades of industry data to explain how video games have transitioned from the fringes of the media and entertainment industry to become a mainstream form of entertainment. By analyzing dedicated game designers like Activision Blizzard, Electronic Arts, and Valve, as well as more diversified firms like Apple, Microsoft, and Tencent, he concludes that video game companies flourish wherever they bring the same level of creativity to business strategy as they do to game design. This style of business model innovation is illuminated by case studies of how these companies have succeeded-or failed-to grow"--
Item type: BOOKS
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Alfaisal University On Shelf Alfaisal University On Shelf HD9993.E452 D748 2020 (Browse shelf(Opens below)) Available AU00000000020918
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HD9980.5 .W57 2018 Essentials of services marketing HD9992.U52 K555 2016 Shoe dog : HD9993.E452 B875 2016 The business of gamification : HD9993.E452 D748 2020 One up : creativity, competition, and the global business of video games / HD9993 .E452 H47 2017 Women in game development : HD9993.E452 I67 2017 Inside the video game industry : HD9993.E452 Z33 2017 Video game marketing :

Includes bibliographical references and index.

"Video games such as Fortnite, Minecraft, and Pokemon Go have been business successes in recent years, but the industry has not always been that way. As with any field of business, there have been crashes and other market disruptions. Even so, these firms march on, thriving in the face of digitalization and adopting unusual strategies like giving content away for free in order to build market share and draw in customers. The author draws on three decades of industry data to explain how video games have transitioned from the fringes of the media and entertainment industry to become a mainstream form of entertainment. By analyzing dedicated game designers like Activision Blizzard, Electronic Arts, and Valve, as well as more diversified firms like Apple, Microsoft, and Tencent, he concludes that video game companies flourish wherever they bring the same level of creativity to business strategy as they do to game design. This style of business model innovation is illuminated by case studies of how these companies have succeeded-or failed-to grow"--

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