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Displaying results 1 to 7 of 7.

  1. The pyramid of game design
    designing, producing and launching service games
    Published: [2019]
    Publisher:  CRC Press, Taylor & Francis Group, Boca Raton ; London ; New York

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Regensburg
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781138298897; 9781138298996
    RVK Categories: ST 324
    Subjects: Computer games industry; Computer games; Design; Programmierung; Computerspiel; Geschäftsmodell
    Scope: xiii, 325 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  2. Customer Competences and Innovation Capability
    Empirical Investigation for the Example of the German Video Games Industry
    Published: 2015
    Publisher:  Cuvillier Verlag, Göttingen ; ProQuest, Ann Arbor, Michigan

    Universität Frankfurt, Elektronische Ressourcen
    /
    No inter-library loan
    Universitätsbibliothek Gießen
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783736949164
    DDC Categories: 650; 330
    Edition: 1st ed.
    Subjects: Computerspielindustrie; Open Innovation; Dynamische Fähigkeiten; Qualifikation; Kunde; Computer games industry
    Scope: 1 Online-Ressource (439 pages)
    Notes:

    Description based on publisher supplied metadata and other sources

  3. High score & high heels
    Berufsbiografien von Frauen in der Games-Industrie
    Published: [2014]; © 2014
    Publisher:  Springer Gabler, Wiesbaden

    Universitätsbibliothek Leipzig
    Unlimited inter-library loan, copies and loan
    Ostfalia Hochschule für angewandte Wissenschaften, Bibliothek
    SG Qab 039
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    Content information
    Source: Union catalogues
    Language: German
    Media type: Book
    Format: Print
    ISBN: 3658038241; 9783658038243
    Other identifier:
    9783658038243
    86327796
    RVK Categories: AP 15980
    Subjects: Games for girls; Girls; Girls; Computer games industry; Electronic games industry
    Scope: X, 304 Seiten, Illustrationen, 21 cm
    Notes:

    Literaturangaben

  4. Spiel als Arbeit
    Arbeitsorientierungen von Beschäftigten der Gamesbranche
    Published: 2016
    Publisher:  Springer VS, Wiesbaden

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 965188
    Unlimited inter-library loan, copies and loan
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    A15-3727
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: German
    Media type: Book
    Format: Print
    ISBN: 3658107103; 9783658107109
    Other identifier:
    9783658107109
    RVK Categories: AP 15950 ; AP 15963 ; MS 5000 ; MS 5300 ; QV 020
    DDC Categories: 300; 330
    Series: Research
    Subjects: Arbeitsbedingungen; Atypische Beschäftigung; Kreativsektor; Industriesoziologie; Computerspieleindustrie; Deutschland; Electronic games industry; Computer games industry; Industrial sociology
    Scope: 295 S., graph. Darst., 210 mm x 148 mm, 391 g
    Notes:

    Zugl.: Bochum, Univ., Diss., 2014

  5. Gender divide and the computer game industry
    Published: 2014
    Publisher:  IGI Global, Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pa., USA)

    "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"--Provided by publisher. Introduction: why the gender divide in computer games is an... more

    Staats- und Universitätsbibliothek Bremen
    No inter-library loan
    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
    No inter-library loan
    Universitäts- und Landesbibliothek Sachsen-Anhalt / Zentrale
    No inter-library loan
    Bibliothek LIV HN Sontheim
    IGI Global E-Book
    No inter-library loan
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    No inter-library loan
    Hochschule für Technik, Wirtschaft und Kultur Leipzig, Hochschulbibliothek
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook IGI Global Paket 2000-2018
    No inter-library loan
    Hochschule Offenburg, University of Applied Sciences, Bibliothek Campus Offenburg
    E-Book IGI
    No loan of volumes, only paper copies will be sent
    Universitätsbibliothek der Eberhard Karls Universität
    No loan of volumes, only paper copies will be sent
    Ostfalia Hochschule für angewandte Wissenschaften, Bibliothek
    No inter-library loan

     

    "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"--Provided by publisher. Introduction: why the gender divide in computer games is an important and timely issue -- The computer game industry, market, and culture -- Games and society: can games make a better world? -- Play preferences and the gendering of gaming -- Representation, image, and identity -- Game workers and the gender divide in the production of computer games -- The experience of women game developers -- Issues career women face -- Reflections for the future -- Final thoughts and concluding comments

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 1466645342; 9781466645356; 9781466645349
    Other identifier:
    Subjects: Video games industry; Video games; Women computer industry employees; Sex discrimination in employment; Women computer industry employees; Sex discrimination in employment; Video games industry; Video games; Career factors; Computer games industry; Cultural impact; Future perspectives; Games and society; Gender divide; Massively multiplayer online role-playing games
    Scope: Online-Ressource(PDFs (301 pages))
    Notes:

    Includes bibliographical references and index

    Restricted to subscribers or individual electronic text purchasers

    Also available in print.

  6. Get in the game
    how to level up your business with gaming, eSports, and emerging technologies
    Published: [2022]
    Publisher:  John Wiley & Sons, Hoboken, New Jersey

    "Get in the Game is the essential guide for marketers and business executives who seek to fast-track their understanding of gaming and esports, which are among the largest and fastest-growing consumer entertainment platforms yet remain largely opaque... more

    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    A22-2407
    Unlimited inter-library loan, copies and loan

     

    "Get in the Game is the essential guide for marketers and business executives who seek to fast-track their understanding of gaming and esports, which are among the largest and fastest-growing consumer entertainment platforms yet remain largely opaque to decision makers across all industries. With an emphasis on marketing opportunities and broader education around both the gaming industry and consumer behaviors therein, this book creates a roadmap to understanding and navigating three key misconceptions: understanding who plays games and why, understanding how modern games are created and oriented around the growing world of esports, and where can brands get involved in a smart way with the modern gaming ecosystem. Get in the Game will serve an urgently growing need in the business industry based upon empirically backed "insider" information (from someone who is both an executive in the gaming industry, and a lifelong gamer and trained Sociologist who is intimately aware of the culture of gaming)"--

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781119855361
    Subjects: Computerspiel; Innovation; Strategisches Management; Computer games industry; Computer games; Computer games; Strategic planning; Technological innovations; Marketing
    Scope: xviii, 235 Seiten
    Notes:

    Includes bibliographical references and index

  7. Cooperative gaming
    diversity in the games industry and how to cultivate inclusion
    Published: 2021
    Publisher:  CRC Press, Taylor & Francis Group, Boca Raton

    Being marginalised -- Development and representation -- Company culture -- Events -- Future of diversity and games. "Cooperative Gaming provides context and practical advice regarding diversity in the games industry. It begins with a deep dive into... more

    Universitätsbibliothek Ilmenau
    MDW AP 15963 C689
    Unlimited inter-library loan, copies and loan

     

    Being marginalised -- Development and representation -- Company culture -- Events -- Future of diversity and games. "Cooperative Gaming provides context and practical advice regarding diversity in the games industry. It begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. It looks at the different facets of diversity and games"--

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780367342807; 9780367342791
    Edition: First edition
    Subjects: Computer games industry; Video games industry; Diversity in the workplace
    Scope: xv, 95 Seiten
    Notes:

    Includes bibliographical references and index