Video Game Marketing
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Author | : Peter Zackariasson |
Publisher | : Routledge |
Total Pages | : 252 |
Release | : 2016-10-04 |
Genre | : Business & Economics |
ISBN | : 1317607465 |
The video game industry has been one of the fastest-growing cultural phenomena of our times with market conditions that demand a specific skill set from its marketers. To a new generation of "indie gamers", being a game developer isn’t just about design and production, a successful video game demands entrepreneurial skills and astute business acumen. The creators need to know what their customers want, how to reach those customers and how to sell to them. Video Game Marketing: A student textbook is for development students or aspiring developers who want to know how to promote and sell the results of their efforts. This book is a much-needed guide to: • the essentials of marketing strategy; • video games as products or services; • marketing research for game development; • branding video games; • marketing through game: gamification, advergames. Replete with pedagogy to aid learning such as objectives and discussion questions for each chapter, this book is all that aspiring video game developers will need to unleash the potential of their games.
Author | : Mr David Wesley |
Publisher | : Gower Publishing, Ltd. |
Total Pages | : 288 |
Release | : 2012-08-28 |
Genre | : Business & Economics |
ISBN | : 1409459624 |
Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.
Author | : Gabe Zichermann |
Publisher | : John Wiley & Sons |
Total Pages | : 240 |
Release | : 2010-03-29 |
Genre | : Business & Economics |
ISBN | : 0470562234 |
Harness the power of games to create extraordinary customer engagement with Game-Based Marketing. Gamification is revolutionizing the web and mobile apps. Innovative startups like Foursquare and Swoopo, growth companies like Gilt and Groupon and established brands like United Airlines and Nike all agree: the most powerful way to create and engage a vibrant community is with game mechanics. By leveraging points, levels, badges, challenges, rewards and leaderboards – these innovators are dramatically lowering their customer acquisition costs, increasing engagement and building sustainable, viral communities. Game-Based Marketing unlocks the design secrets of mega-successful games like Zynga’s Farmville, World of Warcraft, Bejeweled and Project Runway to give you the power to create winning game-like experiences on your site/apps. Avoid obvious pitfalls and learn from the masters with key insights, such as: Why good leaderboards shouldn’t feature the Top 10 players. Most games are played as an excuse to socialize, not to achieve. Status is worth 10x more than cash to most consumers. Badges are not enough: but they are important. You don’t need to offer real-world prizing to run a blockbuster sweepstakes. And learn even more: How to architect a point system that works Designing the funware loop: the basics of points, badges, levels, leaderboards and challenges Maximizing the value and impact of badges Future-proofing your design Challenging users without distraction Based on the groundbreaking work of game expert and successful entrepreneur Gabe Zichermann, Game-Based Marketing brings together the game mechanics expertise of a decade’s worth of research. Driven equally by big companies, startups, 40-year-old men and tween girls, the world is becoming increasingly more fun. Are you ready to play?
Author | : Joel Dreskin |
Publisher | : CRC Press |
Total Pages | : 143 |
Release | : 2015-12-22 |
Genre | : Computers |
ISBN | : 1317625501 |
Learn how to market for your indie game, even with a small budget and limited resources. For those who want to earn a regular income from making indie games, marketing can be nearly as vital to the success of the game as the game itself. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your game. With special focus on developers with small budgets and limited staff and resources, this book is packed with recommendations and techniques that you can put to use immediately. As a seasoned marketing professional, author Joel Dreskin provides insight into practical, real-world experiences from marketing numerous successful games and also shares tips on mistakes to avoid. Presented in an easy to read format, A Practical Guide to Indie Game Marketing includes information on establishing an audience and increasing visibility so you can build successes with your studio and games. Through case studies, examples, guidelines and tips, you will learn best practices for developing plans for your game launches, PR, community engagement, channel promotions and more Sample timelines help you determine how long in advance of a launch to prepare your first public communications, when to announce your game, as well as recommended timing for releasing different game assets Book also includes marketing checklist 'cheat sheets', dos and don’ts and additional resources
Author | : Nikhil Malankar |
Publisher | : |
Total Pages | : 196 |
Release | : 2018-10-16 |
Genre | : |
ISBN | : 9781728880228 |
Your game has been on the store for almost more than a week, may be a month or may be even more than that but still you just can't manage to cross 100 downloads on your game. All your efforts and time you invested in your beloved game now seems like a grand waste of time. You feel as if you would have been better off doing something else. Well, worry not my friend. By the end of this book you will have found the answer to how to get your game noticed which will in turn help you boost your downloads.Or may be you are a developer who has had his game on the store for quite a while and initially the game performed well. Perhaps it even crossed 10,000 downloads in the first week but something went wrong after that. Somehow after that initial push of downloads things stalled. You are totally confused about what could have possibly gone wrong. All these questions and some more will be answered by the end of this book. This book covers legit ways to boost your game's downloads and engagement through 100% legal ways. One thing I personally promise you as the author of this book is that you won't be misled by being encouraged you to get fake downloads. That is just temporary fizz and would hurt your game in the long term. If someone tells you to boost your game's downloads using fake downloads and reviews then simply listen, smile, agree and then ignore their advice. Fake users are the worst thing that you can do to your game. The whole point of this book is to give your game that extra advantage in the market and showcase it in a way that will actually get audience excited for your game. Now, don't get misguided here. In order for all this marketing to work your game actually has to be good as well. Of course, this book will definitely help you boost your downloads and get your game noticed but if your game is bad then instead of focusing on marketing you should focus on improving it first. Don't worry, this book will help you out with that as well. Consider this book as your handy go to guide, it will serve you as a checklist and provide you with a roadmap to make your game successful.With that in mind I hope you have a wonderful time reading this book. I will try to keep the language as easy as possible and break down all the complex marketing things into easy examples that you can implement immediately as soon as you read a specific chapter.This book will primarily focus on Google Play Store as a platform for promoting your android games. However, if you understand the basic principles talked about in this book you may also utilise the same to market your games on any other platforms as well.
Author | : Wlad Marhulets |
Publisher | : |
Total Pages | : 270 |
Release | : 2020-06-29 |
Genre | : |
ISBN | : 9781735232508 |
If you know nothing about game development, you're basically me before I started working on my first game DARQ. This book assumes no knowledge of game development on the reader's part. As a first-time developer with no prior experience in coding, modeling, texturing, animation, game design, etc., I managed to launch DARQ to both commercial success and critical acclaim. With zero dollars spent on marketing, it was featured in major media outlets, such as IGN, Kotaku, PC Gamer, GameSpot, Forbes, and hundreds of others. Ultimately, DARQ became #42 Most Shared PC Video Game of 2019, according to Metacritic, with the average user rating of 9 out of 10. In my book, I'm sharing with you exactly how I did it. The book guides you through a step-by-step process of making a game: from downloading a game engine to releasing your first commercial title. The book features advice from 15 industry professionals, including Mark Kern (team lead of World of Warcraft), Quentin De Beukelaer (game designer of Assassin's Creed IV: Black Flag, Assassin's Creed Unity, Ghost Recon Breakpoint), Bjorn Jacobsen (sound designer of Cyberpunk 2077, Divinity: Fallen Heroes, Hitman), Austin Wintory (Grammy-nominated composer of Journey, ABZÛ, Assassin's Creed: Syndicate), and others. The foreword is written by my mentor John Corigliano, Oscar, Pulitzer Prize, and 5-time Grammy Award-winning composer.
Author | : Justin Mares |
Publisher | : S Curve Publishing |
Total Pages | : 247 |
Release | : 2014-08-26 |
Genre | : Business & Economics |
ISBN | : 0976339609 |
Most startups end in failure. Almost every failed startup has a product. What failed startups don't have are enough customers. Traction Book changes that. We provide startup founders and employees with the framework successful companies use to get traction. It helps you determine which marketing channel will be your key to growth. "If you can get even a single distribution channel to work, you have a great business." -- Peter Thiel, billionare PayPal founder The number one traction mistake founders and employees make is not dedicating as much time to traction as they do to developing a product. This shortsighted approach has startups trying random tactics -- some ads, a blog post or two -- in an unstructured way that will likely fail. We developed our traction framework called Bullseye with the help of the founders behind several of the biggest companies and organizations in the world like Jimmy Wales (Wikipedia), Alexis Ohanian (Reddit), Paul English (Kayak.com), Alex Pachikov (Evernote) and more. We interviewed over forty successful founders and researched countless more traction stories -- pulling out the repeatable tactics and strategies they used to get traction. "Many entrepreneurs who build great products simply don't have a good distribution strategy." -- Mark Andreessen, venture capitalist Traction will show you how some of the biggest internet companies have grown, and give you the same tools and framework to get traction.
Author | : Joost van Dreunen |
Publisher | : Columbia University Press |
Total Pages | : 317 |
Release | : 2020-10-06 |
Genre | : Business & Economics |
ISBN | : 0231552211 |
What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.
Author | : Daniel Griffin |
Publisher | : Bloomsbury Publishing |
Total Pages | : 289 |
Release | : 2019-11-28 |
Genre | : Business & Economics |
ISBN | : 1472970497 |
Shortlisted for the 2020 Business Book Awards Do you know someone obsessed with a mobile game like Candy Crush? Have you ever felt a rush when you completed a task... and perhaps another when you crossed it off your to-do list? Or maybe you have that one running-obsessed friend who has to log everything on their fitness app? The fact is, these obsessions and 'highs' affect all of us, and they can be powerful drivers in terms of how we behave. In an increasingly commoditized world, marketers are always looking for new ways to influence or motivate us to be better engaged with their products, services, and brands. This is marketing gamification: the practice of taking the motivational elements of games (like challenges, achievements and teams) and applying them intelligently in real-life situations to improve engagement and performance. With many success stories from the likes of LinkedIn, Delta Airlines, Starbucks, and Duolingo, marketing gamification is already a well-established practice, but many businesses are wary of jumping in without a guide - especially as there have been so many high-profile failures. Written specifically for marketing professionals, Press Start explores the benefits and uses of gamification, and ties together motivational psychology and case studies with popular game mechanics and design principles. More importantly, the book will provide readers with a step-by-step guide for successfully designing their own marketing gamification solutions.
Author | : David P. Hedlund |
Publisher | : Human Kinetics |
Total Pages | : 369 |
Release | : 2020-11-13 |
Genre | : Sports & Recreation |
ISBN | : 1492597236 |
Esports have rapidly expanded from a pastime undertaken by casual players to one of the largest segments of the entertainment industry, in which hundreds of millions of people play and compete daily. Esports Business Management With HKPropel Access is one of the first textbooks to present an all-encompassing look into the world of esports business, will teach both aspiring students and sports professionals about the business of this rapidly expanding industry. Written by esports executives, business experts, and esports educators—and endorsed by the International Esports Federation, Esports Research Network, and the United States Esports Federation—the textbook offers a comprehensive approach to the operational side of esports, supplemented by a striking full-color design and dynamic imagery that will bring concepts to life. The text begins with a basic overview of the industry, including various levels of esports, culture, and social issues. Next, readers will explore the interests and concerns of various tiers of stakeholders—from title publishers and event organizers to leagues, sponsors, fans, and more—and learn about governance at multiple levels, from the international level to college conferences. A full look at the marketing engine of esports examines sponsorship opportunities, esports events and venues, and communications at all levels, including broadcasting, analytics, and social media. The book addresses managerial and business issues associated with running an esports-related entity, including financial and legal concepts as well as team and player management. The text concludes by examining careers found in the various segments of the industry and looking at the future of esports. Throughout the text, Zoning sidebars provide real-world spotlights that bring the concepts to life. Student learning will be enhanced by the related online learning aids delivered through HKPropel, with student exercises and case studies that apply content to life, industry profiles, and a list of Internet resources for further learning. While similarities exist between the sports and esports environments, there are also significant differences in how the esports industry must operate to thrive. Esports Business Management is the foundational text for understanding and working in this exciting, fast-paced industry. Note: A code for accessing HKPropel is not included with this ebook but may be purchased separately.