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One Up
  • Language: en
  • Pages: 317

One Up

What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment....

One Up - Creativity, Competition, and the Global Business of Video Games
  • Language: en
  • Pages: 320

One Up - Creativity, Competition, and the Global Business of Video Games

What 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 Dreun...

Computer Games as a Sociocultural Phenomenon
  • Language: en
  • Pages: 242

Computer Games as a Sociocultural Phenomenon

  • Type: Book
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  • Published: 2008-01-17
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  • Publisher: Springer

Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

Free-to-Play
  • Language: en
  • Pages: 217

Free-to-Play

  • Type: Book
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  • Published: 2013-05-27
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  • Publisher: New Riders

“ Will’s knowledge of F2P comes from years of building games, as well as writing about and consulting with developers on the model. All the topics covered in this book—economics, gameplay, monetization, analytics and marketing—are important to consider when you’re building an F2P game, and Will covers each with an easy-to-digest style.” —Ian Marsh, co-founder, NimbleBit Free-to-Play: Making Money From Games You Give Away is an accessible and complete guide to the business model that has revolutionized the videogames industry, creating huge hits, multi-billion-dollar startups and a new deal for players: Play for free, spend on what you like. Written by respected game designer an...

Who Owns the World's Media?
  • Language: en
  • Pages: 1435

Who Owns the World's Media?

Who Owns the World's Media? moves beyond the rhetoric of free media and free markets to provide a dispassionate and data-driven analysis of global media ownership trends and their drivers. Based on an extensive data collection effort from scholars around the world, the book covers 13 media industries, including television, newspapers, book publishing, film, search engines, ISPs, wireless telecommunication and others, across a 10-25 year period in 30 countries.

The New World of Transitioned Media
  • Language: en
  • Pages: 158

The New World of Transitioned Media

  • Type: Book
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  • Published: 2014-10-01
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  • Publisher: Springer

The media industry is undergoing an accelerated pace of change, driven in large part by the proliferation of digital platforms. In many cases, the speed of adoption has exceeded our ability to process the impact of these changes on individuals and society at large. This book provides a “behind-the-scenes” look at the media industry’s transition into the digital era and examines its impact on marketing, advertising, innovation and other economic and social activities. The impact of digital technologies on traditional media sectors, such as advertising, video games, film and television is well-documented. Less understood is its effect on our perceptions, thought processes and inter-perso...

Freemium Economics
  • Language: en
  • Pages: 254

Freemium Economics

  • Type: Book
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  • Published: 2013-12-27
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  • Publisher: Elsevier

Freemium Economics presents a practical, instructive approach to successfully implementing the freemium model into your software products by building analytics into product design from the earliest stages of development. Your freemium product generates vast volumes of data, but using that data to maximize conversion, boost retention, and deliver revenue can be challenging if you don't fully understand the impact that small changes can have on revenue. In this book, author Eric Seufert provides clear guidelines for using data and analytics through all stages of development to optimize your implementation of the freemium model. Freemium Economics de-mystifies the freemium model through an expl...

Video Game Law
  • Language: en
  • Pages: 348

Video Game Law

  • Type: Book
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  • Published: 2018-06-28
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  • Publisher: CRC Press

Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every video game company has the financial resources to retain in-house counsel–which Video Game Law seeks to address by discussing many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Py...

The Dream Architects
  • Language: en

The Dream Architects

  • Type: Book
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  • Published: 2020
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  • Publisher: Unknown

"The inside story of the booming video game industry from the late 1990s to the present, as told by the Managing Director of Ubisoft Massive (The Division, Far Cry 3, Assassin's Creed: Revelations)"--

News, Business and Public Information
  • Language: en
  • Pages: 667

News, Business and Public Information

The history of newspaper advertising began in the seventeenth-century Low Countries. The newspaper publishers of the Dutch Republic were the first to embrace advertisements, decades before their peers in other news markets in Europe. In this survey, Arthur der Weduwen and Andrew Pettegree have brought together the first 6,000 advertisements placed in Dutch and Flemish newspapers between 1620 and 1675. Provided here in an English translation, and accompanied by seven indices, this work provides for the first time a complete overview of the development of newspaper advertising and its impact on the Dutch book trade, economy and society. In these evocative announcements, ranging from advertisement for library auctions, the publication of new books, pamphlets and maps to notices of crime, postal schedules or missing pets, the seventeenth century is brought to life. This survey offers a unique perspective on daily life, personal relationships and societal change in the Dutch Golden Age.