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Books on the topic 'Video game marketing'

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1

Zackariasson, Peter, and Mikolaj Dymek. Video Game Marketing. Abingdon, Oxon ; New York, NY : Routledge, 2017. |: Routledge, 2016. http://dx.doi.org/10.4324/9781315748900.

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Edery, David. Changing the game: How video games are transforming the business world. Upper Saddle River, N.J: FT Press, 2009.

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3

Wesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham, Surrey, England: Gower, 2010.

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Wesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham, Surrey, England: Gower, 2010.

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Wesley, David T. A. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham: Ashgate Pub. Co., 2010.

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6

Gloria, Barczak, ed. Innovation and marketing in the video game industry: Avoiding the performance trap. Farnham: Ashgate Pub. Co., 2010.

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7

Zeng, Jun Yan. The virtual war: A marketing strategy of the video game console market. Oxford: Oxford Brookes University, 2003.

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8

Best before: Videogames, supersession and obsolescence. Milton Park, Abingdon, Oxon: Routledge, 2012.

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9

Power-Up: How Japanese video games gave the world an extra life. Indianapolis, IN: BradyGames, 2005.

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10

1951-, 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.

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11

Marketing 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.

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Marketing 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.

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13

Allison, Anne. Millennial monsters: Japanese toys and the global imagination. Berkeley: University of California Press, 2006.

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14

Video Game Marketing: Unleashing the Full Potential of Video Games. Taylor & Francis Group, 2016.

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15

Zackariasson, Peter, and Mikolaj Dymek. Video Game Marketing: A Student Textbook. Taylor & Francis Group, 2016.

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16

Games That Sell! (Wordware Game and Graphics Library). Wordware Publishing, Inc., 2003.

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17

Wesley, David. Innovation and Marketing in the Video Game Industry. Routledge, 2016. http://dx.doi.org/10.4324/9781315588612.

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18

Edery, David, and Ethan Mollick. Changing the Game: How Video Games Are Transforming the Future of Business. Pearson Higher Education & Professional Group, 2010.

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19

Playing to Win: Sports, Video Games, and the Culture of Play (Digital Game Studies). Indiana University Press, 2015.

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20

Saltzman, Marc. Game Design: Secrets of the Sages. BradyGames, 1999.

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21

Game Design: Secrets of the Sages. Pearson Education, 2002.

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22

Game Design: Secrets of the Sages. Indianapolis, USA: Pearson Education, 2002.

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23

Game Design: Die Geheimnisse der Profis. Markt und Technik, 2000.

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24

Game Design: Secrets of the Sages. BradyGames, 2000.

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25

Game Design - Secrets of the Sages - 3rd Edition. 3rd ed. Pearson Software, 2002.

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26

Game Creation and Careers: Insider Secrets from Industry Experts. New Riders Publishing, 2003.

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27

Game Design: Die Geheimnisse der Profis: Erfahrungen der besten Designer der Welt. Deutschland: Markt und Technik, 2000.

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28

Vandewater, 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.

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29

Group, Entrepreneur, ed. Video arcade. [Irvine, CA] (2392 Morse Ave., Irvine 92714): Entrepreneur Group, 1992.

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30

Co-Creation, Innovation and New Service Development: The Case of Videogames Industry. Taylor & Francis Group, 2017.

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31

Kohler, Chris. Power-Up: How Japanese Video Games Gave the World an Extra Life. BRADY GAMES, 2004.

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32

Power-up: How Japanese video games gave the world an extra life. 2016.

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33

Nintendo, SEGA: Entateinmento sangyo no yakushin to daikyoso (Nihon no biggu bijinesu). Otsuki Shoten, 1997.

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34

Gamers Go to College. American Association of Collegiate Registrars, 2006.

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35

Creating Blockbusters!: How to Generate and Market Hit Entertainment for TV, Movies, Video Games, and Books. Pelican Publishing Company, Incorporated, 2012.

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36

Designing Games for Children: Developmental, Usability, and Design Considerations for Making Games for Kids. Taylor & Francis Group, 2014.

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37

Dyer-Witheford, Nick, Greig De Peuter, and Stephen Kline. Digital Play: The Interaction of Technology, Culture, and Marketing. McGill-Queen's University Press, 2003.

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38

Dyer-Witheford, Nick, Greig De Peuter, and Stephen Kline. Digital Play: The Interaction of Technology, Culture, and Marketing. McGill-Queen's University Press, 2003.

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39

Nintendo Magic: Winning the Videogame Wars. Vertical, 2008.

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40

Hughey, Matthew W., and Emma González-Lesser, eds. Racialized Media. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479811076.001.0001.

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This book examines the design (imagining and producing), delivery (distribution, gatekeeping, and cultural mediation), and decoding (reception, consumption, and debate) of varied genres and styles of contemporary racialized media. In line with what the late great media sociologist Stuart Hall called the “circuit of culture,” the authors herein collectively analyze, first, the production side of imagining and encoding ideological meanings and narratives, the material structures, the people involved, and global political economy of media; second, the arena of distribution in which marketing strategies, gatekeeping traditions, laws and policies, and professional customs structure where and how media is framed; and third, the practices of consumption whereby audience receive, interpret, and debate racialized media. Despite pronouncements that we have reached a “postracial” or “colorblind” society or that racial—and racist—meanings are only the domains of extremist activism and political rhetoric, we demonstrate how dominant racial meanings are deployed, negotiated, and contested in the behind-the-scenes productive activity with, distributive processes regarding, and consumer reactions to racialized media. The chapters highlight the multidirectional influences between media, the racialized climate of politics and culture, reverberations of media meanings in society, and experiences of media consumption along the lines of race, class, and gender positionalities. To analyze these complex relationships, contributing authors utilize various forms of media, including film, television, books, newspapers, social media, video games, and comics, among others.
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41

Allison, Anne. Millennial Monsters: Japanese Toys and the Global Imagination. University of California Press, 2006.

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42

Allison, Anne. Millennial Monsters: Japanese Toys and the Global Imagination. University of California Press, 2006.

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