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Video Game Marketing
US $75.90
ApproximatelyS$ 97.46
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A new, unread, unused book in perfect condition with no missing or damaged pages.
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Located in: Pomona,CA, United States
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eBay item number:186341080765
Item specifics
- Condition
- Brand New: A new, unread, unused book in perfect condition with no missing or damaged pages. See all condition definitionsopens in a new window or tab
- Actual ISBN
- 9781138812277
- Book Title
- Video Game Marketing
- ISBN
- 9781138812277
About this product
Product Identifiers
Publisher
Taylor & Francis Group
ISBN-10
1138812277
ISBN-13
9781138812277
eBay Product ID (ePID)
228988690
Product Key Features
Number of Pages
156 Pages
Language
English
Publication Name
Video Game Marketing : a Student Textbook
Subject
Industries / Computers & Information Technology, Marketing / General, Video & Electronic, Advertising & Promotion
Publication Year
2016
Type
Textbook
Subject Area
Games & Activities, Business & Economics
Format
Trade Paperback
Dimensions
Item Height
0.5 in
Item Weight
9.3 Oz
Item Length
9.2 in
Item Width
6.2 in
Additional Product Features
Intended Audience
College Audience
LCCN
2016-014153
Reviews
'The divide between videogame marketing and videogame development has stood cavernous. In this text, Zackariasson and Dymek simultaneously forge new connections between these worlds and bridge gaps between games as art and games as business. In doing so, the book contributes significantly to our understanding of games and videogames as cultural products rather than simply "toys" or software sold for entertainment. Videogames are serious business.'- Casey O'Donnell, Associate Professor in the Department of Media and Information, Michigan State University, USA, 'The divide between videogame marketing and videogame development has stood cavernous. In this text, Zackariasson and Dymek simultaneously forge new connections between these worlds and bridge gaps between games as art and games as business. In doing so, the book contributes significantly to our understanding of games and videogames as cultural products rather than simply "toys" or software sold for entertainment. Videogames are serious business.' - Casey O'Donnell, Associate Professor in the Department of Media and Information, Michigan State University, USA
Dewey Edition
23
Illustrated
Yes
Dewey Decimal
794.8068/8
Table Of Content
Introduction Part I: Tools 1. The Market for Video Games 2. Marketing Strategy and the Marketing Mix 3. Video Game as Products or Services 4. Brands and Video Games 5. Marketing Communication and Video Games 6. Marketing Research for Game Development Part II: Challenge 7. Postmodern Marketing 8. Marketing as Practice 9. The Future of Game Development Part III: Explore 10. Advergames and in-game advertising 11. Gamification 12. Alternate Reality Games
Synopsis
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 has been one of the fastest growing cultural phenomena of our times and to a new generation of "indie gamers", being a game developer isn't just about design and production. This textbook is for game design or development students, or aspiring developers, who want to know how to promote and sell the results of their efforts. It provides a much-needed guide to the essentials of marketing strategy, applied to the video games industry., 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 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.
LC Classification Number
HD9993.E452Z33 2017
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- *****- Feedback left by buyer.Past monthVerified purchaseExcellent seller, responds very quickly. I had no problems at all. Thanks for the product. Highly recommended.
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