Hotho, Sabine
Changing the Rules of the Game
1. Introduction: Emerging Perspectives on an Emerging Industry
Sabine Hotho, Neil McGregor
2. Problematizing a Homogeneous Spatial Logic for the Creative Industries: The Case of the Digital Games Industry
Katherine Champion
3. Commercial Business Models for a Fast Changing Industry
Gregor White, Nicola Searle
4. The Role of the Consumer: From Sales to Co-production
Peter Zackariasson, Timothy L. Wilson
5. Business Growth, the Internet and Risk Management in the Computer Games Industry
Neil McGregor
6. ‘Some Companies Are Fine One Day and Gone the Next’: Sustaining Business in the Digital Games Industry
Sabine Hotho
7. The Role of Creativity
Peter Zackariasson
8. HR Issues in the Computer Games Industry: Survival at a Price
Sue Shaw, Gill Homan
9. How Funny Are Games? Violent Games Content and Studio Well-Being
Patrick Stacey, David Thomas, Joe Nandhakumar
10. Critical Perspectives on the Games Industry: Constructs and Collusion
Wallace McNeish
11. The Brief History, Tumultuous Present and Uncertain Future of Virtual Worlds
Jordi Comas, Feichin (Ted) Tschang
Nyckelord: Cultural and Media Studies, Youth Culture, Business Information Systems, Management, Popular Computer Science, Innovation/Technology Management, Computer Science, general
- Utgivare
- Hotho, Sabine
- McGregor, Neil
- Utgivare
- Springer
- Utgivningsår
- 2013
- Språk
- en
- Utgåva
- 1
- Sidantal
- 230 sidor
- Kategori
- Konst, konsthistoria
- Format
- E-bok
- eISBN (PDF)
- 9781137318411
- Tryckt ISBN
- 978-1-349-33819-1