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The video game industry

Autores adicionales: Zackariasson, Peter -- 1972- -- ed. lit | Wilson, Timothy L. -- ed. lit
Series: Routledge studies in innovation, organization, and technology ; . 24 Publicado por : Routledge (New York ) Detalles físicos: VIII, 268 p. ill. 24 cm ISBN:9781138803831. Año : 2012
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Non-fiction 338.45 VID (Navegar estantería) Disponible 0002350

Indice de autores y analitico: p. [265-]-268

En cada capitulo

Indice: Introduction, Peter Zackariasson and Tymothy L. Wilson. Part I, The nature of the industry: 1 This is not a software industry, Casey O'Donnell 2 Video Games :a subcultural industry, Mikolaj Dymek 3 Marketing of video games, Peter Zackariasson and Tymothy L. Wilson 4 An exploration of the mobile gaming ecosystem from developers' perspective. Part II, Geographical comparisons: 5 The north american game industry, Casey O'Donnell 6 The UK and Irish game industries, Aphra Kerr 7 The development of the Swedish game industry: a true success story?, Ulf Sandqvist. Part III, Effects of the industry: 8 Console hardware: the development of Nintendo Wii, Mirko Ernkvist 9 "Warm and Stuffy": the ecological impact of electronic games, Richard Maxwell and Toby Miller 10 Gamification as the post-modern Phalanstere: Is the gamification playing with us or are we playing with gamification, Flavio Escribano. Part IV, The future: 11 The envolving European video game software ecosystem, Guiditta de Prato, Sven Lindmark and Jean-Paul Simon 12 Through the looking glass sharply, Timothy L. Wilson and Peter Zackariasson

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