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The Video Game Industry : Formation, Present State, and Future.

By: Contributor(s): Material type: TextTextSeries: Routledge Studies in Innovation, Organizations and Technology SeriesPublisher: Oxford : Taylor & Francis Group, 2012Copyright date: ©2012Edition: 1st edDescription: 1 online resource (271 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9780203106495
Subject(s): Genre/Form: Additional physical formats: Print version:: The Video Game IndustryDDC classification:
  • 338.4/77948
LOC classification:
  • HD9993.E452 -- V528 2012eb
Online resources:
Contents:
Front Cover -- The Video Game Industry -- Copyright Page -- Contents -- List of Figures -- List of Tables -- Acknowledgments -- Introduction: Peter Zackariasson and Timothy L. Wilson -- Part I: The Nature of the Industry -- 1. This Is Not a Software Industry: Casey O'Donnell -- 2. Video Games: A Subcultural Industry: Mikolaj Dymek -- 3. Marketing of Video Games: Peter Zackariasson and Timothy L. Wilson -- 4. An Exploration of the Mobile Gaming Ecosystem from Developers' Perspective: Claudio Feijoó -- Part II: Geographical Comparisons -- 5. The North American Game Industry: Casey O'Donnell -- 6. The UK and Irish Game Industries: Aphra Kerr -- 7. The Development of the Swedish Game Industry: A True Success Story?: Ulf Sandqvist -- Part III: Effects of the Industry -- 8. Console Hardware: The Development of Nintendo Wii: Mirko Ernkvist -- 9. "Warm and Stuffy": The Ecological Impact of Electronic Games: Richard Maxwell and Toby Miller -- 10. Gamification as the Post-Modern Phalanstère: Is the Gamification Playing with Us or Are We Playing with Gamification?: Flavio Escribano -- Part IV: The Future -- 11. The Evolving European Video Game Software Ecosystem: Giuditta De Prato, Sven Lindmark and Jean-Paul Simon -- 12. Through the Looking Glass Sharply: Timothy L. Wilson and Peter Zackariasson -- Notes on Contributors -- Index.
Summary: This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. This book will serve as a reference in curricula associated with video game development for years to come.
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Front Cover -- The Video Game Industry -- Copyright Page -- Contents -- List of Figures -- List of Tables -- Acknowledgments -- Introduction: Peter Zackariasson and Timothy L. Wilson -- Part I: The Nature of the Industry -- 1. This Is Not a Software Industry: Casey O'Donnell -- 2. Video Games: A Subcultural Industry: Mikolaj Dymek -- 3. Marketing of Video Games: Peter Zackariasson and Timothy L. Wilson -- 4. An Exploration of the Mobile Gaming Ecosystem from Developers' Perspective: Claudio Feijoó -- Part II: Geographical Comparisons -- 5. The North American Game Industry: Casey O'Donnell -- 6. The UK and Irish Game Industries: Aphra Kerr -- 7. The Development of the Swedish Game Industry: A True Success Story?: Ulf Sandqvist -- Part III: Effects of the Industry -- 8. Console Hardware: The Development of Nintendo Wii: Mirko Ernkvist -- 9. "Warm and Stuffy": The Ecological Impact of Electronic Games: Richard Maxwell and Toby Miller -- 10. Gamification as the Post-Modern Phalanstère: Is the Gamification Playing with Us or Are We Playing with Gamification?: Flavio Escribano -- Part IV: The Future -- 11. The Evolving European Video Game Software Ecosystem: Giuditta De Prato, Sven Lindmark and Jean-Paul Simon -- 12. Through the Looking Glass Sharply: Timothy L. Wilson and Peter Zackariasson -- Notes on Contributors -- Index.

This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. This book will serve as a reference in curricula associated with video game development for years to come.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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