The video game business

Author(s)

    • Nichols, Randy

Bibliographic Information

The video game business

Randy Nichols

(International screen industries / Michael Curtin and Paul McDonald, series editors)

BFI, 2014

  • : hb
  • : pb

Available at  / 8 libraries

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Note

Includes bibliographical references (p. [175]-216) and index

Description and Table of Contents

Description

A dominant international cultural force, the video game industry is diverse and increasingly influential. In this illuminating study, Randy Nichols examines the origins, history, and current characteristics of the industry - including case studies of it's major players and analysis of it's culture, production processes and ties to other industries.

Table of Contents

Acknowledgments.- Introduction: Video Games as a Global Phenomenon.- 1 An Industrial History of Video Games.- CASE STUDY: Atari.- CASE STUDY: Nintendo.- CASE STUDY: Sega.- 2 Market Structure, Audiences and Software Production.- CASE STUDY: Electronic Arts.- CASE STUDY: Activision-Blizzard.- 3 Video Game Hardware, Distribution and Retail.- CASE STUDY: Microsoft .- CASE STUDY: Sony.- 4 Video Games and Other Related Industries.- 5 Labour and Production in the Global Video Game Industry.- CASE STUDY: Electronic Arts, Rockstar and Labour.- CASE STUDY: Hollywood Unions, Video Games and Labour.- Conclusion: Making Sense of the Global Video Game Industry.- Bibliography.- Index.

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Details

  • NCID
    BB16499447
  • ISBN
    • 9781844573189
    • 9781844573172
  • Country Code
    uk
  • Title Language Code
    eng
  • Text Language Code
    eng
  • Place of Publication
    London
  • Pages/Volumes
    229 p.
  • Size
    24 cm
  • Classification
  • Subject Headings
  • Parent Bibliography ID
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