Changing the Rules of the Game - Economic, Management and Emerging Issues in the Computer Games Industry (Electronic book text)


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. The 10 chapters in this book provide an examination of the computer games industry from 10 different perspectives, discussing the following aspects: * The spatial logic of the industry * Business model innovation * Games development - a risky business * Co-production and the role of the consumer * Business sustainability * The place of creativity * Emerging people management challenges * Violent games and work well-being * A critical perspective on games as phantasmagoric commodities * Virtual worlds - blurring boundaries between realities and games

Delivery AdviceNot available

Toggle WishListAdd to wish list
Review this Item

Product Description

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. The 10 chapters in this book provide an examination of the computer games industry from 10 different perspectives, discussing the following aspects: * The spatial logic of the industry * Business model innovation * Games development - a risky business * Co-production and the role of the consumer * Business sustainability * The place of creativity * Emerging people management challenges * Violent games and work well-being * A critical perspective on games as phantasmagoric commodities * Virtual worlds - blurring boundaries between realities and games

Customer Reviews

No reviews or ratings yet - be the first to create one!

Product Details

General

Imprint

Palgrave Macmillan

Country of origin

United Kingdom

Release date

October 2013

Availability

We don't currently have any sources for this product. If you add this item to your wish list we will let you know when it becomes available.

Editors

,

Format

Electronic book text

Pages

232

ISBN-13

978-1-137-31841-1

Barcode

9781137318411

Categories

LSN

1-137-31841-4



Trending On Loot