LEADER 02963nam 2200613 a 450 001 9910781168603321 005 20230725045134.0 010 $a1-315-58861-7 010 $a1-317-11650-X 010 $a1-317-11649-6 010 $a1-282-53588-9 010 $a9786612535888 010 $a0-566-09168-2 035 $a(CKB)2550000000013520 035 $a(EBL)529663 035 $a(OCoLC)649909015 035 $a(SSID)ssj0000401801 035 $a(PQKBManifestationID)11262659 035 $a(PQKBTitleCode)TC0000401801 035 $a(PQKBWorkID)10421423 035 $a(PQKB)10262787 035 $a(Au-PeEL)EBL529663 035 $a(CaPaEBR)ebr10392158 035 $a(CaONFJC)MIL924979 035 $a(MiAaPQ)EBC529663 035 $a(EXLCZ)992550000000013520 100 $a20100106d2010 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aInnovation and marketing in the video game industry$b[electronic resource] $eavoiding the performance trap /$fDavid Wesley and Gloria Barczak 210 $aFarnham [Surrey, England] $cGower$dc2010 215 $a1 online resource (281 p.) 300 $aDescription based upon print version of record. 311 $a0-566-09167-4 320 $aIncludes bibliographical references and index. 327 $aCover; Contents; List of Figures; List of Tables; Preface; Introduction; 1 Shigeru Miyamoto and the Art of Donkey Kong; 2 Nintendo's Dark Age; 3 PlayStation Dreams; 4 Xbox Empire; 5 The Brain Age: Handheld Consoles and their Impact on Adult Gamers; 6 Rings of Death; 7 The PlayStation 3: Sony's "Supercomputer"; 8 Blu-Rays and Netflix: Defining "the Ultimate High-Definition Experience"; 9 The Wii Revolution; 10 Game Development and the Rise of Casual Games; 11 Guitar Hero Nation; Conclusion; Epilogue; Bibliography; Index 330 $aBased on their extensive research into the business and marketing strategies of the video game industry, David Wesley and Gloria Barczak consider how and why, in the search for the holy grail of high definition gaming, many companies have become ensnared in a 'performance trap' that causes them to lose sight of the customer. The history of technology is littered with examples of superior products that either failed or sold poorly relative to technically inferior competing products. Innovation and Marketing in the Video Game Industry examines the factors behind success and failure and identifie 606 $aVideo games industry 606 $aVideo games$xMarketing 615 0$aVideo games industry. 615 0$aVideo games$xMarketing. 676 $a794.8068/8 700 $aWesley$b David T. A$01471166 701 $aBarczak$b Gloria$01471167 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910781168603321 996 $aInnovation and marketing in the video game industry$93683342 997 $aUNINA