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The video game industry : formation, present state, and future / Peter Zackariasson and Timothy L. Wilson.

Contributor(s): Material type: TextTextSeries: Routledge studies in innovation, organization and technologyPublication details: New York : Routledge, 2014.Description: 1 vol. (VIII-268 p.) : ill. ; 23 cmContent type:
Media type:
ISBN:
  • 1138803839
  • 9781138803831
Subject(s): Genre/Form:
Holdings
Item type Current library Call number Status Date due Barcode
Standard Loan Clonmel Library Main Collection 338.477 ZAC (Browse shelf(Opens below)) Available 39002100633081

Enhanced descriptions from Syndetics:

The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and 'only' game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation.

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. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

Notes bibliogr. Index.

Table of contents provided by Syndetics

  • List of Figures (p. ix)
  • List of Tables (p. xi)
  • Acknowledgments (p. xiii)
  • Introduction (p. 1)
  • Part I The Nature of the Industry
  • 1 This Is Not a Software Industry (p. 17)
  • 2 Video Games: A Subcultural Industry (p. 34)
  • 3 Marketing of Video Games (p. 57)
  • 4 An Exploration of the Mobile Gaming Ecosystem from Developers' Perspective (p. 76)
  • Part II Geographical Comparisons
  • 5 The North American Game Industry (p. 99)
  • 6 The UK and Irish Game Industries (p. 116)
  • 7 The Development of the Swedish Game Industry: A True Success Story? (p. 134)
  • Part III Effects of the Industry
  • 8 Console Hardware: The Development of Nintendo Wii (p. 157)
  • 9 "Warm and Stuffy": The Ecological Impact of Electronic Games (p. 179)
  • 10 Gamification as the Post-Modern Phalanstère: Is the Gamification Playing with Us or Are We Playing with Gamification? (p. 198)
  • Part IV The Future
  • 11 The Evolving European Video Game Software Ecosystem (p. 221)
  • 12 Through the Looking Glass Sharply (p. 244)
  • Notes on Contributors (p. 263)
  • Index (p. 267)

Author notes provided by Syndetics

Peter Zackariasson is an associate professor in marketing at the University of Gothenburg, Sweden.

Timothy Wilson is Adjunct Professor of Marketing and Management at Umeå University, Sweden.

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