Brands and Gaming

Brands and Gaming
Author: D. Nichols
Publisher: Springer
Total Pages: 171
Release: 2005-11-14
Genre: Business & Economics
ISBN: 0230286577

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The computer gaming industry is bigger than the film and music industries and is growing faster than both of them put together. The industry is also changing fast. The typical computer gamer is in his mid 20s and female gamers make up one of the faster growing parts of the market. New developments in sociability and interactivity are also transforming the industry. This is the first major study of brands and gaming and shows huge opportunities for brand development

Brands & Gaming

Brands & Gaming
Author:
Publisher:
Total Pages: 168
Release: 2006
Genre: Computer games
ISBN: 9781349547470

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The computer gaming industry is bigger than the film and music industries and is growing faster than both of them put together. The industry is also changing fast. The typical computer gamer is in his mid 20s and female gamers make up one of the faster growing parts of the market. New developments in sociability and interactivity are also transforming the industry. This is the first major study of brands and gaming and shows huge opportunities for brand development.

Innovation and Marketing in the Video Game Industry

Innovation and Marketing in the Video Game Industry
Author: David Wesley
Publisher: CRC Press
Total Pages: 279
Release: 2016-05-23
Genre: Business & Economics
ISBN: 131711650X

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Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.

Characteristics of Games

Characteristics of Games
Author: George Skaff Elias
Publisher: MIT Press
Total Pages: 331
Release: 2020-12-08
Genre: Games & Activities
ISBN: 0262542692

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Understanding games--whether computer games, card games, board games, or sports--by analyzing certain common traits. Characteristics of Games offers a new way to understand games: by focusing on certain traits--including number of players, rules, degrees of luck and skill needed, and reward/effort ratio--and using these characteristics as basic points of comparison and analysis. These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing.

Game-Based Marketing

Game-Based Marketing
Author: Gabe Zichermann
Publisher: John Wiley & Sons
Total Pages: 240
Release: 2010-03-29
Genre: Business & Economics
ISBN: 0470562234

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Harness the power of games to create extraordinary customer engagement with Game-Based Marketing. Gamification is revolutionizing the web and mobile apps. Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards – these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities. Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga’s Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as: Why good leaderboards shouldn’t feature the Top 10 players. Most games are played as an excuse to socialize, not to achieve. Status is worth 10x more than cash to most consumers. Badges are not enough: but they are important. You don’t need to offer real-world prizing to run a blockbuster sweepstakes. And learn even more: How to architect a point system that works Designing the funware loop: the basics of points, badges, levels, leaderboards and challenges Maximizing the value and impact of badges Future-proofing your design Challenging users without distraction Based on the groundbreaking work of game expert and successful entrepreneur Gabe Zichermann, Game-Based Marketing brings together the game mechanics expertise of a decade’s worth of research. Driven equally by big companies, startups, 40-year-old men and tween girls, the world is becoming increasingly more fun. Are you ready to play?

Changing the Game

Changing the Game
Author: David Edery
Publisher: FT Press
Total Pages: 238
Release: 2008-10-07
Genre: Business & Economics
ISBN: 0137151756

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Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

Branding In ESports

Branding In ESports
Author: Rafeal Mechlore
Publisher: Preach Publications
Total Pages: 0
Release: 2023-11
Genre: Games & Activities
ISBN: 9788196716141

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Engaging the Gamers" is a compelling exploration of the dynamic and rapidly growing world of eSports, and how branding strategies are leveraged to connect with a passionate and digitally native audience. This in-depth analysis takes a closer look at the unique marketing landscape of eSports and offers valuable insights into how brands can effectively engage with this influential and enthusiastic demographic. The publication delves into the strategic nuances and creative approaches used by brands to establish a presence in eSports. It emphasizes the importance of authenticity, resonance, and cultural understanding, as well as the need to align with the gaming community's values and interests. Brands that manage to successfully navigate this space can forge powerful connections with gamers and elevate their visibility in this fast-evolving industry. "Branding in eSports: Engaging the Gamers" provides a rich tapestry of case studies, showcasing successful branding efforts within eSports. Readers will gain a comprehensive understanding of the diverse marketing channels available, from sponsorships and in-game advertising to content creation and live streaming. It also highlights the collaborative nature of eSports, where brands often co-create content and experiences with gamers. This publication is a valuable resource for marketers, advertisers, and businesses looking to tap into the eSports phenomenon. It emphasizes the need for brands to participate genuinely in the eSports community, offering guidance on how to navigate this unique subculture to build lasting relationships with gamers. "Branding in eSports: Engaging the Gamers" is a celebration of the innovative approaches employed by brands to connect with this tech-savvy and discerning audience. It offers a glimpse into the future of marketing as eSports continues to rise in prominence, making it a must-read for those interested in the convergence of gaming, branding, and digital culture.

Brands and Play

Brands and Play
Author:
Publisher:
Total Pages:
Release: 2009
Genre: Brand choice
ISBN:

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Video Games

Video Games
Author: Andy Bossom
Publisher: Bloomsbury Publishing
Total Pages: 209
Release: 2015-12-17
Genre: Computers
ISBN: 1472567153

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A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.