9780231197526-0231197527-One Up: Creativity, Competition, and the Global Business of Video Games

One Up: Creativity, Competition, and the Global Business of Video Games

ISBN-13: 9780231197526
ISBN-10: 0231197527
Author: Joost van Dreunen
Publication date: 2020
Publisher: Columbia Business School Publishing
Format: Hardcover 296 pages
Category: Industries
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Book details

ISBN-13: 9780231197526
ISBN-10: 0231197527
Author: Joost van Dreunen
Publication date: 2020
Publisher: Columbia Business School Publishing
Format: Hardcover 296 pages
Category: Industries

Summary

One Up: Creativity, Competition, and the Global Business of Video Games (ISBN-13: 9780231197526 and ISBN-10: 0231197527), written by authors Joost van Dreunen, was published by Columbia Business School Publishing in 2020. With an overall rating of 3.7 stars, it's a notable title among other Industries books. You can easily purchase or rent One Up: Creativity, Competition, and the Global Business of Video Games (Hardcover) from BooksRun, along with many other new and used Industries books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.39.

Description

What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment?

One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.

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