It takes the average reader 4 hours and 40 minutes to read Innovation and Marketing in the Video Game Industry by David Wesley
Assuming a reading speed of 250 words per minute. Learn more
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.
Innovation and Marketing in the Video Game Industry by David Wesley is 280 pages long, and a total of 70,000 words.
This makes it 94% the length of the average book. It also has 86% more words than the average book.
The average oral reading speed is 183 words per minute. This means it takes 6 hours and 22 minutes to read Innovation and Marketing in the Video Game Industry aloud.
Innovation and Marketing in the Video Game Industry is suitable for students ages 12 and up.
Note that there may be other factors that effect this rating besides length that are not factored in on this page. This may include things like complex language or sensitive topics not suitable for students of certain ages.
When deciding what to show young students always use your best judgement and consult a professional.
Innovation and Marketing in the Video Game Industry by David Wesley is sold by several retailers and bookshops. However, Read Time works with Amazon to provide an easier way to purchase books.
To buy Innovation and Marketing in the Video Game Industry by David Wesley on Amazon click the button below.
Buy Innovation and Marketing in the Video Game Industry on Amazon