Gaming the Market

Gaming the Market
Author: Ronald B. Shelton
Publsiher: John Wiley & Sons
Total Pages: 225
Release: 1997-04-25
Genre: Business & Economics
ISBN: 9780471168133

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Die Spieltheorie betrachtet Entscheidungen als "Schachzüge" in einem Spiel, dessen Ausgang von den Entscheidungen aller Spieler bestimmt wird. Diese Theorie wird hier erstmals auf Investmentgeschäfte am Finanzmarkt angewendet. Nach der Definition der "Spielregeln" und der "Spieler" wird, basierend auf Formeln der Wahrscheinlichkeitsrechnung, ein Spielmodell entwickelt, das die Rentabilität von beliebigen Finanzaktionen wie Aktienkauf und -verkauf vorhersagt.

Games and Gamification in Market Research

Games and Gamification in Market Research
Author: Betty Adamou
Publsiher: Kogan Page Publishers
Total Pages: 361
Release: 2018-11-03
Genre: Business & Economics
ISBN: 9780749483364

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Games are the most engaging medium of all time: they harness storytelling and heuristics, drive emotion and push the evolution of technology in a way that no other platform has or can. It's no surprise, then, that games and gamification are revolutionizing the market research industry, offering opportunities to reinvigorate the notoriously sluggish engagement levels seen in traditional surveying methods. This not only improves data quality, but offers untapped insights unattainable through traditional methods. Games and Gamification in Market Research shows readers how to design ResearchGames and Gamified Surveys that will intrinsically engage participants and how best to use these methodologies to become, and stay, commercially competitive. In a world where brands and organizations are increasingly interested in the feelings and contexts that drive consumer choices, Games and Gamification in Market Research gives readers the skills to use the components in games to encourage play and observe consumer behaviours via simulations for predictive modelling. Written by Betty Adamou, the UK's leading research game designer and named as one of seven women shaping the future of market research, it explains the ways in which these methodologies will evolve with technologies such as virtual reality and artificial intelligence, and how it will shape research careers. Alongside a companion website, this book provides a fully immersive and fascinating overview of game-based research.

Gaming in the New Market Environment

Gaming in the New Market Environment
Author: M. Virén
Publsiher: Springer
Total Pages: 224
Release: 2008-06-17
Genre: Business & Economics
ISBN: 9780230582613

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Gaming markets are evolving rapidly. Spearheading this change is the internet, which has enabled cross-border gambling on an unprecedented scale. This book explores the changing landscape of the gaming market and is a crucial companion for all looking for informed discussion on the future of gaming.

Target Corporation

Target Corporation
Author: Richard E. Wilson
Publsiher: Unknown
Total Pages: 135
Release: 2010
Genre: Video games industry
ISBN: 1473995256

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Target Corporation is concerned that the company might be left out of one of its most lucrative and attractive product categories, video games and game players, as these products increasingly migrate to digital distribution models. What steps should the company take to maintain its relevance and build sustainable competitive advantage as these trends play out? What are the implications for the companys multi-channel online and offline format portfolio going forward?

Future Gaming

Future Gaming
Author: Paolo Ruffino
Publsiher: MIT Press
Total Pages: 162
Release: 2018-05-04
Genre: Games & Activities
ISBN: 9781906897550

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A sophisticated critical take on contemporary game culture that reconsiders the boundaries between gamers and games. This book is not about the future of video games. It is not an attempt to predict the moods of the market, the changing profile of gamers, the benevolence or malevolence of the medium. This book is about those predictions. It is about the ways in which the past, present, and future notions of games are narrated and negotiated by a small group of producers, journalists, and gamers, and about how invested these narrators are in telling the story of tomorrow. This new title from Goldsmiths Press by Paolo Ruffino suggests the story could be told another way. Considering game culture, from the gamification of self-improvement to GamerGate's sexism and violence, Ruffino lays out an alternative, creative mode of thinking about the medium: a sophisticated critical take that blurs the distinctions among studying, playing, making, and living with video games. Offering a series of stories that provide alternative narratives of digital gaming, Ruffino aims to encourage all of us who study and play (with) games to raise ethical questions, both about our own role in shaping the objects of research, and about our involvement in the discourses we produce as gamers and scholars. For researchers and students seeking a fresh approach to game studies, and for anyone with an interest in breaking open the current locked-box discourse, Future Gaming offers a radical lens with which to view the future.

Gaming Globally

Gaming Globally
Author: N. Huntemann,B. Aslinger
Publsiher: Springer
Total Pages: 388
Release: 2016-01-26
Genre: Sports & Recreation
ISBN: 9781137006332

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Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.

Games in the Platform Economy

Games in the Platform Economy
Author: Anne Mette Thorhauge
Publsiher: Policy Press
Total Pages: 156
Release: 2023-09-29
Genre: Language Arts & Disciplines
ISBN: 9781529223040

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Market your YouTube gaming channel A completed guide on how to market your gaming channel and get more views

Market your YouTube gaming channel  A completed guide on how to market your gaming channel and get more views
Author: Eva Willow
Publsiher: EW Books
Total Pages: 118
Release: 2024
Genre: Business & Economics
ISBN: 9182736450XXX

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Most of us know what YouTube is, but very few of us know how it can be used to promote your business. In this book I will share many techniques and insights for using YouTube for marketing and advertising gaming channels. Marketing on YouTube is much easier than you think! There are many ways and techniques to use YouTube as a marketing tool. I want to share all of my experiences, and try to help you avoid common mistakes. By reading this book, you can improve your own YouTube marketing. The audience of this book is people who create or run gaming channels on YouTube. If you are interested in YouTube marketing and video marketing, this just might be the book you need. This book will also be beneficial to know the information about YouTube, it is one of the largest video sharing sites in the world. For many years I have created and uploaded videos to YouTube. I have been part of many different video game channels, so I have a good idea about the process of creating videos, getting traffic and money. I have participated in many different gaming communities, and I have seen what works and what does not work. The book is divided into various sections, which deal with different aspects of YouTube marketing. In every section you will find useful tips on how to improve your videos and get more views, subscriptions and likes. There is also a section that deals with how to optimize your video for search engines, and get even more views. There is a section about monetizing your videos and how to do it. This book covers: Overview of the YouTube platform YouTube gaming channel development The growth of YouTube gaming Publishing schedule and strategy And much more. YouTube marketing is one of the most effective marketing tools for gaming channels. It is simple to use, and it is effective in increasing views, subscriptions and likes. If you want to get more subscribers, likes and views on your YouTube videos, read this book. In this book you will discover the various ways of using YouTube as marketing tool. It is user friendly, and you can quickly get your videos up there. This book will help you avoid common mistakes. I recommend it for anyone who runs an English-language gaming channel on YouTube. This book is about the methods and techniques to use YouTube for marketing. It will show you different ways of getting traffic to your channel. You will learn which tricks work, and which do not. In this book you will learn a few tips on making money with YouTube videos. I joined many different gaming communities on YouTube, and I have seen how they make money with their channels. I have worked with many different organizations that deal with video marketing, so I have a good idea about how it works. I will share my thoughts on how to grow your channel without spending a lot of money.