Description |
1 online resource |
Contents |
Introduction -- Hotho, McGregor Emerging Perspectives -- Champion Problematizing a Homogenous Spatial Logic -- White and Searle Commercial Business Models -- Zackariasson and Wilson The Role of the Consumer -- McGregor Business Growth, the Internet and Risk Management -- Hotho 'Some Companies are Fine One Day and Gone the next' -- Zackariasson The Role of Creativity -- Shaw and Homan HR Issues in the Computer Games Industry -- Stacey, Thomas and Nandhakumar How Funny Are Games -- McNeish Critical Perspectives on the Games Industry -- Comas and Tschang Brief History, Tumultuous Present, and Uncertain Future of Virtual Worlds |
Summary |
Few industries fit the description of high turbulence and high velocity better than the computer games industry. Relatively young, rapidly evolving, and frequently experiencing disruptive innovation, its potential for growth and new business opportunities seems barely exhausted. And indeed, in the current economic climate this industry seems positively recession-proof. Those making and those playing games use digital technology to share an enthusiasm for the industry's products that we rarely find elsewhere. This fascination with computer games and gaming and the economic significance of the industry make it one of the most remarkable socio-cultural phenomena of our world. As the industry emerges, we become more aware of the need to trace it and to understand it in all its meanings, and the challenges it poses |
Bibliography |
Includes bibliographical references and index |
Notes |
Print version record |
Subject |
Video games industry -- Economic aspects
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Video games industry -- Management
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Business innovation.
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Computer games -- online games: strategy guides.
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BUSINESS & ECONOMICS -- Industries -- General.
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Business and Management.
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Form |
Electronic book
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Author |
Hotho, Sabine, editor.
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McGregor, Neil, editor
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ISBN |
9781137318411 |
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1137318414 |
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1306092876 |
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9781306092876 |
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