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Get in the Game : How to Level up Your Business with Gaming, Esports, and...
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Condition:
Brand new
A new, unread, unused book in perfect condition with no missing or damaged pages. See the seller's listing for full details.
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Free USPS Media MailTM.
Located in: Astoria, New York, United States
Delivery:
Estimated between Sat, 16 Aug and Fri, 22 Aug to 94104
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eBay item number:177272349186
Item specifics
- Condition
- Personalize
- No
- Era
- 2020s
- Signed
- No
- Ex Libris
- No
- Narrative Type
- Nonfiction
- Personalized
- No
- Features
- Dust Jacket
- Country/Region of Manufacture
- United States
- Inscribed
- No
- Intended Audience
- Adults
- Edition
- First Edition
- Vintage
- No
- ISBN
- 9781119855361
About this product
Product Identifiers
Publisher
Wiley & Sons, Incorporated, John
ISBN-10
1119855365
ISBN-13
9781119855361
eBay Product ID (ePID)
20057251677
Product Key Features
Book Title
Get in the Game : How to Level Up Your Business with Gaming, Esports, and Emerging Technologies
Number of Pages
256 Pages
Language
English
Topic
Consumer Behavior, E-Commerce / Internet Marketing, Economics / General, New Business Enterprises
Publication Year
2022
Genre
Business & Economics
Format
Hardcover
Dimensions
Item Height
1.1 in
Item Weight
15.2 Oz
Item Length
9.2 in
Item Width
6.1 in
Additional Product Features
Intended Audience
Trade
LCCN
2022-024969
Dewey Edition
23
Dewey Decimal
338.477948
Table Of Content
Preface: the Revolution of 1972 ix Part I: Playing the Game: Understanding Video Games as Media 1 1 Introduction: The Gaming Moment 3 2 Tricks Your TV Can Do: The Rise, Fall, and Rise Again of Gaming 13 3 Why Do We Game?: Gamer Motivations and Psychology 43 4 Underworld: Violence, Addiction, Toxicity, Representation, and Brand Safety 59 5 Getting in the Game (without Changing It): Gaming Integration Opportunities for Businesses 75 Part II: Watching the Game: Esports, Streaming, and Games as a Viewing Experience 99 6 Multiplayer: An Introduction to Esports 101 7 Good Luck Having Fun: The Rise of Esports 117 8 Work to Play and Play to Work: Game Streaming and Streamers 135 9 Unbalanced: Opportunities in Game Viewing for Businesses 149 Part III: Storytelling in Virtual Worlds: Future Directions and Conclusions 171 10 Life in the Screen: Metaverse and Future Directions 173 11 Conclusion: Point of No Return 189 Notes 199 Acknowledgments 221 About the Author 223 Index 225
Synopsis
An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies , decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.
LC Classification Number
HD9993.E452S77 2022
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- r***r (535)- Feedback left by buyer.Past 6 monthsVerified purchaseExcellent service!! Arrived before expected and in perfect condition, as described. Securely packaged, the best price on all WWW and a most valuable item to add in my collection. Warm and kind seller, always alert for anything I might need. Hope to do business with you again in the future. Thanks for everything, my kind friend. Be well. :)Returning by William Ackerman (CD, 2004) (#174819187409)
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