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  1. Global games
    production, circulation and policy in the networked era
    Author: Kerr, Aphra
    Published: 2017
    Publisher:  Routledge, New York ; London

    Universitätsbibliothek Passau
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    Universitätsbibliothek Regensburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780415858878; 9780415858861
    RVK Categories: AP 15963
    Subjects: Gesellschaft; Computerspielindustrie
    Other subjects: Computer games industry; Computer games / Economic aspects; Computer games / Social aspects; Computerspieleindustrie; Wirtschaftsstruktur; Branchenentwicklung; Welt
    Scope: xii, 228 Seiten, Illustrationen, Diagramme
  2. Cultural policy and East Asian rivalry
    the Hong Kong gaming industry
    Published: [2018]
    Publisher:  Rowman & Littlefield International, London

    Game industry and cultural policy -- Hong Kong game industry -- Game industry and markets in China -- Cultural policies in China -- East Asian cultural policies and market -- Conclusion: Hong Kong's creative industries and East Asian rivalry --... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 42420
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    B 411593
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    Game industry and cultural policy -- Hong Kong game industry -- Game industry and markets in China -- Cultural policies in China -- East Asian cultural policies and market -- Conclusion: Hong Kong's creative industries and East Asian rivalry -- Epilogue: study of cultural policy as vocation -- References -- Index

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781783486250; 9781783486243
    Series: Asian cultural studies: transnational and dialogic approaches
    Subjects: Computerspieleindustrie; Kulturpolitik; Internationaler Wettbewerb; Hongkong; China; Ostasien; Electronic games industry
    Scope: xvii, 150 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  3. Press reset
    ruin and recovery in the video game industry
    Published: May 2021
    Publisher:  Grand Central Publishing, New York

    "The business of videogames is both a prestige industry and a very opaque one. Based on dozens of firsthand interviews and covering the development of landmark games including Bioshock: Infinite, Epic Mickey, Dead Space, and more, and through the... more

    Staats- und Universitätsbibliothek Bremen
    a tea 866.5/816
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    A 280889
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    "The business of videogames is both a prestige industry and a very opaque one. Based on dozens of firsthand interviews and covering the development of landmark games including Bioshock: Infinite, Epic Mickey, Dead Space, and more, and through the studios' shocking closures, this book will tell the stories of how real people are affected by game studio shutdowns -- and how and if they recover. Jason Schreier has made a name for himself as gaming's preeminent investigative journalist. In PRESS RESET, through countless of insider interviews that cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft, Schreier covers not only why video games are so hard to make, he explores why it's so hard to make a living making games in the first place."

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781538735497
    Edition: First edition
    Subjects: Computerspiel; IT-Berufe; Arbeitsbedingungen; Branchenentwicklung; Computerspieleindustrie; Video games industry; Video games
    Scope: XVI, 301 Seiten
  4. The digital role-playing game and technical communication
    a history of Bethesda, BioWare, and CD Projekt Red
    Published: 2021
    Publisher:  Bloomsbury Academic, New York

    Introduction: The RPG and the explosion of technical content -- Birth of the DRPG -- New century, new technologies, new challenges -- Crowdsourcing : the game changer -- At the top of their games -- A co-creative game world, for better or for worse... more

    Niedersächsische Staats- und Universitätsbibliothek Göttingen
    2023 A 4120
    No loan of volumes, only paper copies will be sent
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    B 431313
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    Introduction: The RPG and the explosion of technical content -- Birth of the DRPG -- New century, new technologies, new challenges -- Crowdsourcing : the game changer -- At the top of their games -- A co-creative game world, for better or for worse -- The social media imperium -- Bigger, more, better -- The wheels fall off. "With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games."

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781501352546
    Subjects: Computerspiel; Computerspieleindustrie; Marketingmanagement; Unternehmenspolitik; Electronic games industry; Computer games; Fantasy games; Fantasy gamers; Video gamers; Communication of technical information
    Scope: xiii, 323 Seiten, Illustrationen, 24 cm
    Notes:

    Includes bibliographical references and index

  5. A Long and a Short Leg Make For a Wobbly Equilibrium
    Published: 2021
    Publisher:  National Bureau of Economic Research, Cambridge, Mass

    We provide evidence that the online discussion on the WSB subreddit had a substantial negative impact on the profitability of shorting strategies across a number of stocks -- even those that were neither heavily discussed on the subreddit, nor... more

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    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Universitätsbibliothek Freiburg
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    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
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    We provide evidence that the online discussion on the WSB subreddit had a substantial negative impact on the profitability of shorting strategies across a number of stocks -- even those that were neither heavily discussed on the subreddit, nor experienced an unusual increase in retail buying volume. We provide a model to explain how fears among short sellers can become self-fulfilling. In the model, the market for shares and the lending market must clear jointly. Despite standard assumptions, the model features multiple equilibria and "run-type'' behavior by shorting agents. More broadly, the model provides a tractable framework to interpret several empirical observations on the relation between short interest, lending fees, and expected returns

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Online
    Other identifier:
    Series: NBER working paper series ; no. w28824
    Subjects: Börsenkurs; Einzelhandel; Computerspiel; Computerspieleindustrie; USA
    Scope: 1 Online-Ressource, illustrations (black and white)
    Notes:

    Hardcopy version available to institutional subscribers

  6. On the economics of diversity, product design, and startup accelerators
    Author: John, Moritz
    Published: 2020

    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    A21-2602
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    Source: Union catalogues
    Language: English
    Media type: Dissertation
    Format: Print
    RVK Categories: QP 320
    Subjects: Computerspieleindustrie; Unternehmensgründung; Unternehmenswachstum; Produktentwicklung; Industrieländer
    Scope: v, 181 Seiten, Diagramme
    Notes:

    Literaturangaben

    Dissertation, Johann Wolfgang Goethe-Universität Frankfurt am Main, 2020

  7. Understanding the value of a European video games society
    final report
    Published: October 2023
    Publisher:  Publications Office of the European Union, Luxembourg

    The study was commissioned by DG Communications Networks, Content and Technology (DG CNECT) of the European Commission and undertaken by Ecorys and KEA. Over 400 sector representatives, mainly from video games companies themselves, took part in the... more

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    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
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    The study was commissioned by DG Communications Networks, Content and Technology (DG CNECT) of the European Commission and undertaken by Ecorys and KEA. Over 400 sector representatives, mainly from video games companies themselves, took part in the research through workshops, interviews and a survey which, together with a literature review, informed the findings of the study. The report was published in October 2023.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789268049655
    Other identifier:
    Edition: 1st edition
    Subjects: Computerspieleindustrie; Branchenentwicklung; Internationaler Wettbewerb; EU-Staaten; electronic game; culture industry; impact of information technology; audiovisual industry; cultural policy; market; European Union; report
    Scope: 1 Online-Ressource (circa 231 Seiten)
  8. The business of gamification
    a critical analysis
    Contributor: Dymek, Mikolaj (MitwirkendeR); Zackariasson, Peter (MitwirkendeR)
    Published: 2016
    Publisher:  Routledge Taylor & Francis Group,, New York

    pt. I. Internal organisational perspectives -- pt. II. External organisational perspectives -- pt. III. Conceptual perspectives. more

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    pt. I. Internal organisational perspectives -- pt. II. External organisational perspectives -- pt. III. Conceptual perspectives.

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Dymek, Mikolaj (MitwirkendeR); Zackariasson, Peter (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781315740867; 9781317581437
    Other identifier:
    RVK Categories: QR 770
    Series: Routledge advances in management and business studies ; 65
    Subjects: Computerspiel; Organisatorischer Wandel; Mensch-Maschine-System; Computerspieleindustrie; Branchenentwicklung; Sozialphilosophie; Video games industry; Video games; Business enterprises; Video games industry; Video games ; Marketing; Business enterprises ; Technological innovations
    Scope: 1 online resource (xxi, 229 pages)
  9. The fantasy sport industry
    games within games
    Published: 2014
    Publisher:  Routledge, London [u.a.]

    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    B 387782
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    Universitätsbibliothek Osnabrück
    6172-358 8
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780415525183
    Series: Routledge research in sport, culture and society
    Subjects: Sport; Internet; Computerspiel; Computerspieleindustrie; Fantasy sports
    Scope: X, 166 S., Ill.
    Notes:

    Includes bibliographical references (p. [150] - 159) and index

  10. The military-entertainment complex
    Published: 2018
    Publisher:  Harvard University Press, Cambridge, Massachusetts

    Induction : the military-entertainment complex and the contemporary war imaginary -- From Battlezone to America's Army : the Defense Department and the game industry -- Creating repeat consumers : epic realism and the birth of the wargame franchise... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Induction : the military-entertainment complex and the contemporary war imaginary -- From Battlezone to America's Army : the Defense Department and the game industry -- Creating repeat consumers : epic realism and the birth of the wargame franchise -- Coming to a screen near you : the RMA and affective entertainment -- Press X to hack : cyberwar and videogames -- Discharge : counter-wargaming in Spec Ops: the Line "With the rise of drones and computer-controlled weapons of war, comparisons between war and video games have multiplied. The authors trace how the realities of war are represented in popular entertainment. In the early days of the video game industry personnel and expertise flowed from contractors building military simulations to game companies; in a middle period the military drew significantly on the booming game industry to train troops; now in our cultural present media corporations and the military draw upon one another cyclically to predict the future of warfare. The book argues that commercial video wargame franchises commodified and marketed the weapons, tactics, and threat scenarios of the Pentagon's War on Terror. Many of the best-selling video games (and television and films) of the last five years depict small special forces units that can deploy at a moment's notice anywhere in the world against non-traditional enemies. This intermediation of media forms within the military-entertainment complex has shaped the popular imaginary of war in the post 9/11 era and has naturalized the Pentagon's vision of a new American way of warfare."--

     

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  11. The business of gamification
    a critical analysis
    Contributor: Dymek, Mikolaj (MitwirkendeR); Zackariasson, Peter (MitwirkendeR)
    Published: 2016
    Publisher:  Routledge Taylor & Francis Group,, New York

    pt. I. Internal organisational perspectives -- pt. II. External organisational perspectives -- pt. III. Conceptual perspectives. more

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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    pt. I. Internal organisational perspectives -- pt. II. External organisational perspectives -- pt. III. Conceptual perspectives.

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Dymek, Mikolaj (MitwirkendeR); Zackariasson, Peter (MitwirkendeR)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781315740867; 9781317581437
    Other identifier:
    RVK Categories: QR 770
    Series: Routledge advances in management and business studies ; 65
    Subjects: Computerspiel; Organisatorischer Wandel; Mensch-Maschine-System; Computerspieleindustrie; Branchenentwicklung; Sozialphilosophie; Video games industry; Video games; Business enterprises; Video games industry; Video games ; Marketing; Business enterprises ; Technological innovations
    Scope: 1 online resource (xxi, 229 pages)
  12. Marx at the arcade
    consoles, controllers, and class struggle
    Published: 2019
    Publisher:  Haymarket Books, Chicago, IL

    Machine generated contents note: pt. I Making Videogames -- A History of Videogames and Play -- The Videogames Industry -- The Work of Videogames -- Organizing in the Videogames Industry -- pt. II Playing Videogames -- Analyzing Culture --... more

    Staats- und Universitätsbibliothek Bremen
    a soz 629 eh/313
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    Hist 0907/836
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    Zentrum für Kunst und Medien Karlsruhe / Staatliche Hochschule für Gestaltung, Bibliothek
    Hg 5216
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    B 419351
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    Machine generated contents note: pt. I Making Videogames -- A History of Videogames and Play -- The Videogames Industry -- The Work of Videogames -- Organizing in the Videogames Industry -- pt. II Playing Videogames -- Analyzing Culture -- First-Person Shooters -- Role-Playing, Simulations, and Strategy -- Political Videogames -- Online Play.

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 1608468666; 9781608468669; 1642590142; 9781642590142
    Subjects: Computerspieleindustrie; Computerspiel; Video games industry; Communism
    Scope: viii, 194 Seiten
    Notes:

    Includes bibliographical references and index

    Electronic reproduction; available via World Wide Web

  13. The military-entertainment complex
    Published: 2018
    Publisher:  Harvard University Press, Cambridge, Massachusetts

    Induction : the military-entertainment complex and the contemporary war imaginary -- From Battlezone to America's Army : the Defense Department and the game industry -- Creating repeat consumers : epic realism and the birth of the wargame franchise... more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 39963
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    A 275223
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    Universitätsbibliothek Mannheim
    2018 A 0241
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    Induction : the military-entertainment complex and the contemporary war imaginary -- From Battlezone to America's Army : the Defense Department and the game industry -- Creating repeat consumers : epic realism and the birth of the wargame franchise -- Coming to a screen near you : the RMA and affective entertainment -- Press X to hack : cyberwar and videogames -- Discharge : counter-wargaming in Spec Ops: the Line "With the rise of drones and computer-controlled weapons of war, comparisons between war and video games have multiplied. The authors trace how the realities of war are represented in popular entertainment. In the early days of the video game industry personnel and expertise flowed from contractors building military simulations to game companies; in a middle period the military drew significantly on the booming game industry to train troops; now in our cultural present media corporations and the military draw upon one another cyclically to predict the future of warfare. The book argues that commercial video wargame franchises commodified and marketed the weapons, tactics, and threat scenarios of the Pentagon's War on Terror. Many of the best-selling video games (and television and films) of the last five years depict small special forces units that can deploy at a moment's notice anywhere in the world against non-traditional enemies. This intermediation of media forms within the military-entertainment complex has shaped the popular imaginary of war in the post 9/11 era and has naturalized the Pentagon's vision of a new American way of warfare."--

     

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  14. The business of gamification
    a critical analysis
    Contributor: Dymek, Mikolaj (HerausgeberIn); Zackariasson, Peter (HerausgeberIn)
    Published: 2016
    Publisher:  Routledge, New York

    Introduction / Mikolaj Dymek -- About the editors -- About the contributors -- Internal organisational perspectives -- Roleplaying games at work : about management, gamification and effectiveness / Emmanuelle Savignac -- Feeding the red critter : the... more

    Universitätsbibliothek Braunschweig
    2946-4083
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    A16-4184
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    Introduction / Mikolaj Dymek -- About the editors -- About the contributors -- Internal organisational perspectives -- Roleplaying games at work : about management, gamification and effectiveness / Emmanuelle Savignac -- Feeding the red critter : the gamification of project management software / Raul Ferrer Conill -- Gamification as ideological praxis : on play, games and the modding of management / Alf Rehn -- External organisational perspectives -- Game of gamification : marketing, consumer resistance and digital play / Lena Olaison and Saara L. Taalas -- Win, earn, gain : gamification in the history of retailing / Franck Cochoy and Johan Hagberg -- Inside the gamification case of a mobile phone marketing campaign : the amalgamation of game studies with marketing communications? / Mikolaj Dymek -- Samsung nation : a gamified experience / Tracy Harwood and Tony Garry -- Play a game, save the planet! : gamification as a way to promote green consumption / Christian Fuentes -- Conceptual perspectives -- Gamification for sustainability : beyond the ludo-aesthetical approach / Per Fors and Thomas Taro Lennerfors -- Designing for the play instinct : gamification, collective voodoo and mumbo jumbo / Stephen Webley and Karen Cham -- Total gamification and the limits of our imagination / Per H. Hedberg and Mattias Svahn -- Old things : new names / Peter Zackariasson -- Index

     

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    Source: Union catalogues
    Contributor: Dymek, Mikolaj (HerausgeberIn); Zackariasson, Peter (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781138824164
    RVK Categories: QR 770
    Series: Routledge advances in management and business studies ; 65
    Subjects: Computerspiel; Organisatorischer Wandel; Mensch-Maschine-System; Computerspieleindustrie; Branchenentwicklung; Sozialphilosophie; Video games industry; Video games; Business enterprises; Gamification
    Scope: xxi, 229 Seiten, Illustrationen
    Notes:

    Enthält 12 Beiträge

    Includes bibliographical references and index

  15. Customer competences and innovation capability
    empirical investigation for the example of the German video games industry
    Published: 2015
    Publisher:  Cuvillier, Göttingen

    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    QP 210 I29 78591
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    Gottfried Wilhelm Leibniz Bibliothek - Niedersächsische Landesbibliothek
    2015/2719
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    A15-2608
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    Source: Union catalogues
    Language: English
    Media type: Dissertation
    Format: Print
    ISBN: 9783954049165
    Other identifier:
    9783954049165
    RVK Categories: QP 210
    Edition: 1. Aufl.
    Subjects: Open Innovation; Dynamische Kompetenzen; Kunden; Qualifikation; Computerspieleindustrie; Deutschland
    Scope: XX, 413 S., graph. Darst.
    Notes:

    Zugl.: Bremen, Univ., Diss., 2014

  16. Towards an employer brand
    an evidence-based approach to develop an employer brand ; a case study of a Berlin-based business incubator in the online and mobile gaming industry
    Published: 2015
    Publisher:  IMB, Berlin

    This paper analyses and lays the ground for the development of an employer brand that is designed to help a Berlin-based business incubator to attract and retain tech talent. The company case exemplifies which elements are necessary to develop an... more

    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    DS 399 (82)
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    This paper analyses and lays the ground for the development of an employer brand that is designed to help a Berlin-based business incubator to attract and retain tech talent. The company case exemplifies which elements are necessary to develop an employer brand and how distinguishing characteristics of an employer brand may look like. It gets clear that an one-size-fits-all approach is not effective. Diese Studie analysiert und konzipiert die Entwicklung einer Arbeitgebermarke als Instrument zur Rekrutierung und Bindung von Softwareentwicklern für einen Berliner Inkubator in der Online- und Mobile-Gaming Branche. Die Studie macht anhand eines Praxisfalls deutlich, welche Elemente benötigt werden, um zu einer Arbeitgebermarke zu gelangen, wie diese Elemente evidenzbasiert entwickelt werden können und welche differenzierenden Kernelemente eine Arbeitgebermarke umfassen kann. Es wird deutlich, dass eine One-size-fits-all Lösung nicht zielführend wäre.

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Online
    Other identifier:
    hdl: 10419/111287
    Series: Working Paper des IMB ; 82
    Subjects: Personalmarketing; Personalbeschaffung; Mitarbeiterbindung; IT-Berufe; Computerspieleindustrie; Technologiepark; Berlin; Deutschland
    Scope: Online-Ressource (28 S.), graph. Darst.
    Notes:

    Zsfassung in dt. Sprache

  17. A map of the UK games industry
    Published: 2014
    Publisher:  Nesta, London

    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    Keine Speicherung
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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Online
    Subjects: Computerspieleindustrie; Wirtschaftsgeographie; Innovation; Großbritannien
    Scope: Online-Ressource (50 S.), Ill., graph. Darst.
  18. Gender divide and the computer game industry
    Published: 2014
    Publisher:  Information Science Reference, Hershey, Pa.

    This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry. more

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 B 160223
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    B/129599
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    Duale Hochschule Baden-Württemberg Heidenheim, Bibliothek
    E 713/ Pres
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    D 20507
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    This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry.

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781466645349; 9781466645363
    Series: Premier reference source
    Advances in human and social aspects of technology (AHSAT) book series
    Subjects: Computerspieleindustrie; IT-Berufe; Weibliche Arbeitskräfte; Arbeitsmarktdiskriminierung; Computerspiel; Frauen; Geschlecht; Video games industry; Video games; Women computer industry employees; Sex discrimination in employment
    Scope: XVIII, 301 S., graph. Darst., 30 cm
    Notes:

    Includes bibliographical references (pages 240-298) and index

  19. Vertical integration and exclusivity in platform and two-sided markets
    Published: 2013

    Staats- und Universitätsbibliothek Bremen
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
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    Source: Union catalogues
    Language: English
    Media type: Article (journal)
    Format: Print
    Parent title: In: The American economic review; Nashville, Tenn. : American Economic Assoc., 1911; 103(2013), 7 vom: Dez., Seite 2960-3000

    Subjects: Computerspieleindustrie; Marktstruktur; Computerspiel; Software; Netzwerkökonomik; Vertikale Integration; Nachfrage; Theorie; USA
    Scope: graph. Darst.
  20. Marketing aspects in the game design process of free-to-play mobile games
    Published: [2017]

    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    No inter-library loan
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    Source: Union catalogues
    Language: English
    Media type: Article (edited volume)
    Format: Print
    Parent title: Enthalten in: Trends in Business Communication (Veranstaltung : 2016 : Kufstein); Conference proceedings trends in business communication 2016; Wiesbaden : Springer Gabler, 2017; (2017), Seite 189-197; VIII, 194 Seiten

    Subjects: Computerspiel; Produktgestaltung; Computerspieleindustrie; Geschäftsmodell; Online-Marketing
  21. Game on
    more than playing around : the future of Australia's video game development industry
    Published: April 2016
    Publisher:  Environment and Communications References Committee, Canberra, ACT

    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    C 277731
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    Content information
    Verlag (Connect to online resource)
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781760104139; 1760104132
    Series: Senate committee report / Environment and Communications References Committee
    Subjects: Computerspieleindustrie; Ozeanier; Video games industry
    Scope: x, 86 Seiten, 25 cm
    Notes:

    "Senator Anne Urquhart, Chair"--Page iii

    Includes bibliographical references

    Also available online. Address as at 07/06/2016 :http://www.aph.gov.au/Parliamentary_Business/Committees/Senate/Environment_and_Communications/Video_game_industry/~/media/Committees/ec_ctte/Video_game_industry/report.pdf

  22. Inside the video game industry
    game developers talk about the business of play
    Published: 2017
    Publisher:  Routledge, New York

    Hochschule für Bildende Künste Braunschweig, Bibliothek
    H 7.611.6 Rug 1
    Unlimited inter-library loan, copies and loan
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    A17-1442
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    Saarländische Universitäts- und Landesbibliothek
    2017-309
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    Source: Union catalogues
    Contributor: Nichols, Randall K. (HerausgeberIn)
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780415828284; 9780415828277
    RVK Categories: AP 15963
    Subjects: Computerspieleindustrie; Management; Narrative Methode; USA; Video games industry; Video games; Video games; Video games industry; Video games; Video games; Video games; Video games industry
    Scope: vii, 384 Seiten, 23 cm
    Notes:

    Includes index

  23. Free-to-play games and monetization
    quantitative studies on determination and prediction of customer lifetime value
    Published: 2017

    Universitätsbibliothek Erfurt / Forschungsbibliothek Gotha, Universitätsbibliothek Erfurt
    417157
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    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    H 17 B 1018
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Ilmenau
    INF SU 500 H244
    Unlimited inter-library loan, copies and loan
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    B17-2294
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Dissertation
    Format: Print
    RVK Categories: SU 500
    Subjects: Werbemittel; Computerspiel; Kundenbindungsprogramm; Kundenwert; Computerspieleindustrie
    Scope: XIII, 156 Seiten, Illustrationen
    Notes:

    Besteht aus 5 Sonderdrucken aus verschiedenen Publikationen

    Dissertation, Technische Universität Berlin, 2017

  24. Quantifying "magic"
    creating good player experiences on Xbox Kinect

    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
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    Source: Union catalogues
    Language: English
    Media type: Article (edited volume)
    Format: Print
    Parent title: Enthalten in: Transforming gaming and computer simulation technologies across industries; Hershey, PA, USA : Information Science Reference, 2017; (2017), Seite 1-16; xxiv, 296 Seiten

    Subjects: Computerspiel; Interaktive Medien; Benutzerschnittstelle; Benutzerfreundlichkeit; Computerspieleindustrie; USA
  25. The business of gamification
    a critical analysis
    Contributor: Dymek, Mikolaj (HerausgeberIn); Zackariasson, Peter (HerausgeberIn)
    Published: 2016; ©2017
    Publisher:  Routledge, London

    Cover -- Title -- Copyright -- Contents -- About the Editors -- About the Contributors -- Introduction -- PART I Internal Organizational Perspectives -- 1 Role-Playing Games at Work: About Management, Gamification and Effectiveness -- 2 Feeding the... more

    Niedersächsische Staats- und Universitätsbibliothek Göttingen
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    Hochschulbibliothek Friedensau
    Online-Ressource
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    Hochschule Schmalkalden, Cellarius Bibliothek
    No inter-library loan

     

    Cover -- Title -- Copyright -- Contents -- About the Editors -- About the Contributors -- Introduction -- PART I Internal Organizational Perspectives -- 1 Role-Playing Games at Work: About Management, Gamification and Effectiveness -- 2 Feeding the RedCritter: The Gamification of Project Management Software -- 3 Gamification as Ideological Praxis: On Play, Games and the Modding of Management -- PART II External Organizational Perspectives -- 4 Game of Gamification: Marketing, Consumer Resistance and Digital Play -- 5 Win, Earn, Gain: Gamification in the History of Retailing 6 Inside the Gamification Case of a Mobile Phone Marketing Campaign: The Amalgamation of Game Studies with Marketing Communications? -- 7 Samsung Nation: A Gamified Experience -- 8 Play a Game, Save the Planet! Gamification as a Way to Promote Green Consumption -- PART III Conceptual Perspectives -- 9 Gamification for Sustainability: Beyond the Ludo-Aesthetical Approach -- 10 Designing for the Play Instinct: Gamification, Collective Voodoo and Mumbo Jumbo -- 11 Total Gamification and the Limits of Our Imagination -- 12 Old Things-New Names -- Index

     

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    Source: Union catalogues
    Contributor: Dymek, Mikolaj (HerausgeberIn); Zackariasson, Peter (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781315740867
    RVK Categories: QR 770
    Series: Routledge advances in management and business studies ; 65
    Subjects: Computerspiel; Organisatorischer Wandel; Mensch-Maschine-System; Computerspieleindustrie; Branchenentwicklung; Sozialphilosophie
    Scope: 1 Online-Ressource (XXI, 229 Seiten)
    Notes:

    Originally published: New York: Routledge, 2016. - Includes bibliographical references and index

    Description based upon print version of record