Get in the game : how to level up your business with gaming, esports, and emerging technologies
Author
Published
Hoboken, New Jersey : John Wiley & Sons, Inc., [2022].
Status
Available Online
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Format
Language
English
ISBN
1119855373, 9781119855385, 1119855381, 9781119855378
Notes
Bibliography
Includes bibliographical references and index.
Description
"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)"--,Provided by publisher.
Local note
O'Reilly,O'Reilly Online Learning: Academic/Public Library Edition
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Citations
APA Citation, 7th Edition (style guide)
Stringfield, J. (2022). Get in the game: how to level up your business with gaming, esports, and emerging technologies . John Wiley & Sons, Inc..
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Stringfield, Jonathan. 2022. Get in the Game: How to Level Up Your Business With Gaming, Esports, and Emerging Technologies. John Wiley & Sons, Inc.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Stringfield, Jonathan. Get in the Game: How to Level Up Your Business With Gaming, Esports, and Emerging Technologies John Wiley & Sons, Inc, 2022.
MLA Citation, 9th Edition (style guide)Stringfield, Jonathan. Get in the Game: How to Level Up Your Business With Gaming, Esports, and Emerging Technologies John Wiley & Sons, Inc., 2022.
Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.
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Grouped Work ID
bdbc5c8a-6592-1fd2-fd76-aac35009d2e3-eng
Grouping Information
Grouped Work ID | bdbc5c8a-6592-1fd2-fd76-aac35009d2e3-eng |
---|---|
Full title | get in the game how to level up your business with gaming esports and emerging technologies |
Author | stringfield jonathan |
Grouping Category | book |
Last Update | 2024-10-22 03:20:10AM |
Last Indexed | 2024-12-03 03:28:21AM |
Book Cover Information
Image Source | contentCafe |
---|---|
First Loaded | Dec 24, 2023 |
Last Used | Dec 1, 2024 |
Marc Record
First Detected | Mar 20, 2023 10:19:20 AM |
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Last File Modification Time | Mar 20, 2023 10:19:20 AM |
Suppressed | Record had no items |
MARC Record
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245 | 1 | 0 | |a Get in the game :|b how to level up your business with gaming, esports, and emerging technologies /|c Jonathan Stringfield. |
246 | 3 | |a How to level up your business with gaming, esports, and emerging technologies | |
264 | 1 | |a Hoboken, New Jersey :|b John Wiley & Sons, Inc.,|c [2022] | |
300 | |a 1 online resource (xviii, 235 pages) | ||
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504 | |a Includes bibliographical references and index. | ||
520 | |a "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)"--|c Provided by publisher. | ||
588 | |a Description based on online resource; title from digital title page (viewed on August 12, 2022). | ||
590 | |a O'Reilly|b O'Reilly Online Learning: Academic/Public Library Edition | ||
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