| 000 | 02401cam a2200397 i 4500 | ||
|---|---|---|---|
| 001 | 21467627 | ||
| 003 | US-DLC | ||
| 005 | 20251110091804.0 | ||
| 008 | 200312s2020 nyua b 001 0 eng | ||
| 010 | _a 2020012565 | ||
| 020 |
_a9780231197526 _q(hardback) |
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| 020 |
_z9780231552219 _q(ebook) |
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| 035 | _a21467627 | ||
| 040 |
_aau _beng _erda _cau |
||
| 042 | _apcc | ||
| 049 | _aAlfaisal Main Library | ||
| 050 | 0 | 0 |
_aHD9993.E452 _bD748 2020 |
| 100 | 1 |
_aDreunen, Joost van, _eauthor. |
|
| 245 | 1 | 0 |
_aOne up : _bcreativity, competition, and the global business of video games / _cJoost van Dreunen. |
| 250 | _a1 Edition. | ||
| 260 | _c2020 | ||
| 264 | 1 |
_aNew York : _bColumbia University Press, _c2020. |
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| 300 |
_axxii, 272 pages : _billustrations ; _c24 cm |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_aunmediated _bn _2rdamedia |
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| 338 |
_avolume _bnc _2rdacarrier |
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| 504 | _aIncludes bibliographical references and index. | ||
| 520 | _a"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"-- | ||
| 650 | 0 | _aVideo games industry. | |
| 650 | 0 |
_aVideo games _xEconomic aspects. |
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| 650 | 0 | _aCreative ability in business. | |
| 650 | 0 | _aCompetition. | |
| 655 | 0 |
_aPrint books. _2local _94 |
|
| 776 | 0 | 8 |
_iOnline version: _aDreunen, Joost van, _tOne up _b1e. _dNew York City : Columbia University Press, 2020. _z9780231552219 _w(DLC) 2020012566 |
| 942 |
_2lcc _cBOOKS |
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| 999 |
_c607878 _d607878 |
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