Books on the topic 'Video game marketing'
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Zackariasson, Peter, and Mikolaj Dymek. Video Game Marketing. Abingdon, Oxon ; New York, NY : Routledge, 2017. |: Routledge, 2016. http://dx.doi.org/10.4324/9781315748900.
Full textEdery, David. Changing the game: How video games are transforming the business world. Upper Saddle River, N.J: FT Press, 2009.
Find full textWesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham, Surrey, England: Gower, 2010.
Find full textWesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham, Surrey, England: Gower, 2010.
Find full textWesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham: Ashgate Pub. Co., 2010.
Find full textGloria, Barczak, ed. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham: Ashgate Pub. Co., 2010.
Find full textZeng, Jun Yan. The virtual war: A marketing strategy of the video game console market. Oxford: Oxford Brookes University, 2003.
Find full textBest before: Videogames, supersession and obsolescence. Milton Park, Abingdon, Oxon: Routledge, 2012.
Find full textPower-Up: How Japanese video games gave the world an extra life. Indianapolis, IN: BradyGames, 2005.
Find full text1951-, Dyer-Witheford Nick, and De Peuter Greig 1974-, eds. Digital games: The interaction of technology, culture, and marketing. Montréal: McGill-Queen's University Press, 2003.
Find full textMarketing violence to children: Hearing before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundredth Sixth Congress, first session, May 4, 1999. Washington: U.S. G.P.O., 2001.
Find full textMarketing violence to children: Hearing before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundred Sixth Congress, second session, September 13, 2000. Washington: U.S. G.P.O., 2003.
Find full textAllison, Anne. Millennial monsters: Japanese toys and the global imagination. Berkeley: University of California Press, 2006.
Find full textVideo Game Marketing: Unleashing the Full Potential of Video Games. Taylor & Francis Group, 2016.
Find full textZackariasson, Peter, and Mikolaj Dymek. Video Game Marketing: A Student Textbook. Taylor & Francis Group, 2016.
Find full textGames That Sell! (Wordware Game and Graphics Library). Wordware Publishing, Inc., 2003.
Find full textWesley, David. Innovation and Marketing in the Video Game Industry. Routledge, 2016. http://dx.doi.org/10.4324/9781315588612.
Full textEdery, David, and Ethan Mollick. Changing the Game: How Video Games Are Transforming the Future of Business. Pearson Higher Education & Professional Group, 2010.
Find full textPlaying to Win: Sports, Video Games, and the Culture of Play (Digital Game Studies). Indiana University Press, 2015.
Find full textGame Creation and Careers: Insider Secrets from Industry Experts. New Riders Publishing, 2003.
Find full textGame Design: Die Geheimnisse der Profis: Erfahrungen der besten Designer der Welt. Deutschland: Markt und Technik, 2000.
Find full textVandewater, Elizabeth A., and Ellen A. Wartella. Food Marketing, Television, and Video Games. Oxford University Press, 2011. http://dx.doi.org/10.1093/oxfordhb/9780199736362.013.0021.
Full textGroup, Entrepreneur, ed. Video arcade. [Irvine, CA] (2392 Morse Ave., Irvine 92714): Entrepreneur Group, 1992.
Find full textCo-Creation, Innovation and New Service Development: The Case of Videogames Industry. Taylor & Francis Group, 2017.
Find full textKohler, Chris. Power-Up: How Japanese Video Games Gave the World an Extra Life. BRADY GAMES, 2004.
Find full textNintendo, SEGA: Entateinmento sangyo no yakushin to daikyoso (Nihon no biggu bijinesu). Otsuki Shoten, 1997.
Find full textCreating Blockbusters!: How to Generate and Market Hit Entertainment for TV, Movies, Video Games, and Books. Pelican Publishing Company, Incorporated, 2012.
Find full textDesigning Games for Children: Developmental, Usability, and Design Considerations for Making Games for Kids. Taylor & Francis Group, 2014.
Find full textDyer-Witheford, Nick, Greig De Peuter, and Stephen Kline. Digital Play: The Interaction of Technology, Culture, and Marketing. McGill-Queen's University Press, 2003.
Find full textDyer-Witheford, Nick, Greig De Peuter, and Stephen Kline. Digital Play: The Interaction of Technology, Culture, and Marketing. McGill-Queen's University Press, 2003.
Find full textHughey, Matthew W., and Emma González-Lesser, eds. Racialized Media. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479811076.001.0001.
Full textAllison, Anne. Millennial Monsters: Japanese Toys and the Global Imagination. University of California Press, 2006.
Find full textAllison, Anne. Millennial Monsters: Japanese Toys and the Global Imagination. University of California Press, 2006.
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