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: ac The spatial logic of the industry ac Business model innovation ac Games development a a risky business ac Co-production and the role of the consumer ac Business sustainability ac The place of creativity ac Emerging people management challenges ac Violent games and work well-being ac A critical perspective on games as phantasmagoric commodities ac Virtual worlds a blurring boundaries between realities and gamesThe intuitive functionality of the remote control lowers the barrier to the experience by eliminating the complex manual ... smartphone after the Samsung (25.6 per cent), LG (20.5 per cent) and Motorola (13.7 per cent) handsets ( ComScore, anbsp;...
|Title||:||Changing the Rules of the Game|
|Author||:||Sabine Hotho, Neil McGregor|
|Publisher||:||Palgrave Macmillan - 2013-10-25|