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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
The computer games industry is one of the most vibrant industries
today whose potential for growth seems inexhaustible. This book
adopts a multi-disciplinary approach and captures emerging trends
as well as the issues and challenges faced by businesses, their
managers and their workforce in the games industry.
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Nadine Gordimer
Paperback
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R205
R168
Discovery Miles 1 680
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