0
Your cart

Your cart is empty

Browse All Departments
  • All Departments
Price
  • R1,000 - R2,500 (5)
  • R2,500 - R5,000 (3)
  • R5,000 - R10,000 (2)
  • -
Status
Brand

Showing 1 - 10 of 10 matches in All Departments

Arts and Business - Building a Common Ground for Understanding Society (Paperback): Elena Raviola, Peter Zackariasson Arts and Business - Building a Common Ground for Understanding Society (Paperback)
Elena Raviola, Peter Zackariasson
R1,468 Discovery Miles 14 680 Ships in 9 - 17 working days

Arts and Business aims at bringing arts and business scholars together in a dialogue about a number of key topics that today form different understandings in the two disciplines. Arts and business are, many times, positioned as opposites. Where one is providing symbolic and aesthetic immersion, the other is creating goods for a market and markets for a good. They often deal and struggle with the same issues, framing it differently and finding different solutions. This book has the potential of offering both critical theoretical and empirical understanding of these subjects and guiding further exploration and research into this field. Although this dichotomy has a well-documented existence, it is reconstructed through the writing-out of business in art and vice versa. This edited volume distinguishes itself from other writings aimed at closing the gap between art and business, as it does not have a firm standpoint in one of these fields, but treating them as symmetrical and equal. The belief that by giving art and business an equal weight, the editors also create the opportunity to communicate to a wider audience and construct a path forward for art and business to coexist.

Arts and Business - Building a Common Ground for Understanding Society (Hardcover): Elena Raviola, Peter Zackariasson Arts and Business - Building a Common Ground for Understanding Society (Hardcover)
Elena Raviola, Peter Zackariasson
R4,934 Discovery Miles 49 340 Ships in 12 - 19 working days

Arts and Business aims at bringing arts and business scholars together in a dialogue about a number of key topics that today form different understandings in the two disciplines. Arts and business are, many times, positioned as opposites. Where one is providing symbolic and aesthetic immersion, the other is creating goods for a market and markets for a good. They often deal and struggle with the same issues, framing it differently and finding different solutions. This book has the potential of offering both critical theoretical and empirical understanding of these subjects and guiding further exploration and research into this field. Although this dichotomy has a well-documented existence, it is reconstructed through the writing-out of business in art and vice versa. This edited volume distinguishes itself from other writings aimed at closing the gap between art and business, as it does not have a firm standpoint in one of these fields, but treating them as symmetrical and equal. The belief that by giving art and business an equal weight, the editors also create the opportunity to communicate to a wider audience and construct a path forward for art and business to coexist.

Video Game Marketing - A student textbook (Paperback): Peter Zackariasson, Mikolaj Dymek Video Game Marketing - A student textbook (Paperback)
Peter Zackariasson, Mikolaj Dymek
R1,691 Discovery Miles 16 910 Ships in 12 - 19 working days

The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers", being a game developer isn't just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell to them. Video Game Marketing: A student textbook is for development students or aspiring developers who want to know how to promote and sell the results of their efforts. This book is a much-needed guide to: * the essentials of marketing strategy; * video games as products or services; * marketing research for game development; * branding video games; * marketing through game: gamification, advergames. Replete with pedagogy to aid learning such as objectives and discussion questions for each chapter, this book is all that aspiring video game developers will need to unleash the potential of their games.

The Video Game Industry - Formation, Present State, and Future (Paperback): Peter Zackariasson, Timothy Wilson The Video Game Industry - Formation, Present State, and Future (Paperback)
Peter Zackariasson, Timothy Wilson
R1,802 Discovery Miles 18 020 Ships in 12 - 19 working days

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.

The Video Game Industry - Formation, Present State, and Future (Hardcover): Peter Zackariasson, Timothy Wilson The Video Game Industry - Formation, Present State, and Future (Hardcover)
Peter Zackariasson, Timothy Wilson
R4,787 Discovery Miles 47 870 Ships in 12 - 19 working days

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.

The Playful Undead and Video Games - Critical Analyses of Zombies and Gameplay (Hardcover): Stephen J. Webley, Peter... The Playful Undead and Video Games - Critical Analyses of Zombies and Gameplay (Hardcover)
Stephen J. Webley, Peter Zackariasson
R4,487 Discovery Miles 44 870 Ships in 12 - 19 working days

This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal - that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop - the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man's relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.

Video Game Marketing - A student textbook (Hardcover): Peter Zackariasson, Mikolaj Dymek Video Game Marketing - A student textbook (Hardcover)
Peter Zackariasson, Mikolaj Dymek
R5,070 Discovery Miles 50 700 Ships in 12 - 19 working days

The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers", being a game developer isn't just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell to them. Video Game Marketing: A student textbook is for development students or aspiring developers who want to know how to promote and sell the results of their efforts. This book is a much-needed guide to: * the essentials of marketing strategy; * video games as products or services; * marketing research for game development; * branding video games; * marketing through game: gamification, advergames. Replete with pedagogy to aid learning such as objectives and discussion questions for each chapter, this book is all that aspiring video game developers will need to unleash the potential of their games.

The Business of Gamification - A Critical Analysis (Paperback): Mikolaj Dymek, Peter Zackariasson The Business of Gamification - A Critical Analysis (Paperback)
Mikolaj Dymek, Peter Zackariasson
R1,498 Discovery Miles 14 980 Ships in 12 - 19 working days

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research 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.

The Playful Undead and Video Games - Critical Analyses of Zombies and Gameplay (Paperback): Stephen J. Webley, Peter... The Playful Undead and Video Games - Critical Analyses of Zombies and Gameplay (Paperback)
Stephen J. Webley, Peter Zackariasson
R1,383 Discovery Miles 13 830 Ships in 12 - 19 working days

This book explores the central role of the zombie in contemporary popular culture as they appear in video games. Moving beyond traditional explanations of their enduring appeal - that they embody an aesthetic that combines horror with a mindless target; that lower age ratings for zombie games widen the market; or that Artificial Intelligence routines for zombies are easier to develop - the book provides a multidisciplinary and comprehensive look at this cultural phenomenon. Drawing on detailed case studies from across the genre, contributors from a variety of backgrounds offer insights into how the study of zombies in the context of video games informs an analysis of their impact on contemporary popular culture. Issues such as gender, politics, intellectual property law, queer theory, narrative storytelling and worldbuilding, videogame techniques and technology, and man's relation to monsters are closely examined in their relation to zombie video games. Breaking new ground in the study of video games and popular culture, this volume will be of interest to researchers in a broad range of areas including media, popular culture, video games, and media psychology.

The Business of Gamification - A Critical Analysis (Hardcover): Mikolaj Dymek, Peter Zackariasson The Business of Gamification - A Critical Analysis (Hardcover)
Mikolaj Dymek, Peter Zackariasson
R4,933 Discovery Miles 49 330 Ships in 12 - 19 working days

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today. The aim of The Business of Gamification is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general? This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research 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.

Free Delivery
Pinterest Twitter Facebook Google+
You may like...
Thrustmaster T128X Racing Steering Wheel…
R5,999 R5,499 Discovery Miles 54 990
Tesa Adjustable Adhesive Nail for Tiles…
R229 Discovery Miles 2 290
Holy Fvck
Demi Lovato CD R462 Discovery Miles 4 620
Furrytail Clear Pet Drinking Fountain…
R899 R829 Discovery Miles 8 290
Dell 210-BFWN 27" Curved FHD VA Panel…
R5,500 R4,770 Discovery Miles 47 700
RCT 3.5" USB 3.0 External Enclosure
R506 Discovery Miles 5 060
Sinotec 32'' HD Digital TV
R2,699 R2,199 Discovery Miles 21 990
ZA Dainty Musical Note Music Earrings
R439 R299 Discovery Miles 2 990
Deepcool Z10 High Performance CPU…
R189 R118 Discovery Miles 1 180
Fly Repellent ShooAway (Black)(2 Pack)
R698 R578 Discovery Miles 5 780

 

Partners