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9780471296140

Playing for Profit : How Digital Entertainment Is Making Big Business Out of Child's Play

by ;
  • ISBN13:

    9780471296140

  • ISBN10:

    0471296147

  • Format: Hardcover
  • Copyright: 1999-04-26
  • Publisher: Wiley
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Summary

A little over a century ago, an intense explosion of technical innovation transformed the way we spent our leisure time. Inventions like the phonograph, television, radio, and motion pictures sparked a revolution in entertainment that captured the hearts-and the wallets-of the average consumer. In recent years, we've seen some improvements on these feats: LPs disappeared and made room for CDs, movies were augmented by computer-generated special effects, and video games became a staple for home computers. But for the most part, few modifications have been made to our traditional forms of entertainment for almost 100 years. That's about to change. With the exciting emergence of digital interactivity, we're about to take a huge leap forward, reshaping and reinventing virtually every form of entertainment we know. Veteran technology journalist Alice LaPlante and technology consultant Rich Seidner explain the massive changes in technology, entertainment, and culture that are forcing this latest revolution, opening up a whole new market that extends beyond electronics-savvy teenage boys. Playing for Profit examines how digital interactivity will affect the future of the technology and entertainment businesses, demanding new rules, different players, and bigger profits. It takes an insightful look into the strategies and methods that are driving the digital entertainment and interactive gaming industries, dissecting the thinking behind such issues as product innovation, market domination, risk taking, attracting and nurturing visionary employees, and unparalleled customer service. This engaging book outlines how the entire entertainment industry will be redefined and how the current business models found in radio, recorded music, television, and computer games will be affected. The authors explain how rapid and powerful changes in technology are already shaking up the status quo: In the music business, for example, Internet-savvy musicians are becoming Web-based recording labels, and traditional recording labels are beginning to irk radio conglomerates by broadcasting over the Internet, selling directly to consumers via e-commerce. You'll learn how the forces of evolution are creating new roles for all entertainment providers, especially the computer games industry, which is finally maturing as it reaches a new audience-girls and adult women-and makes a home in cyberspace. This lively account of the fast-paced, high-risk world of interactive entertainment also includes: Candid, compelling interviews with industry insiders. Dramatic examples of how innovators in the entertainment business are breaking all the rules and ignoring traditional industry boundaries. A behind-the-scenes look at groundbreaking digital entertainment start-ups. Playing for Profit offers valuable lessons for managers in entertainment and technology companies and will dazzle the enthusiasts who follow the successes and failures of this remarkable industry. An inside look at how emerging digital technologies are revolutionizing the entertainment business. "LaPlante and Seidner are master storytellers of the events of the digital age."-Steve Fowler, Senior Vice President, The 3DO Company "LaPlante and Seidner take us on a whirlwind tour of entertainment possibilities in the new millennium."-Bruce Leichtman, Director, Media & Entertainment Strategies, The Yankee Group "A must read for anyone in, or interested in, the [digital entertainment] industry. Armed with this book, you can feel confident that you are prepared for the digital revolution!"-Ken Rutkowski, CEO Tech Talk Broadcasting, Inc. "The authors deliver keen insights into the value of interactivity, including the technologies and fascinating people who are changing the way we are entertained, informed, and educated."-Gary H. Arlen, President, Arlen Communications, Inc.

Author Biography

ALICE LaPLANTE is an award-winning computer industry journalist. Formerly the news editor for InfoWorld, her technology and management articles have appeared in Forbes ASAP, Business Week, ComputerWorld, and PC World. RICH SEIDNER is an international media consultant with more than thirty years in the technology business.

Table of Contents

Preface xi
PART 1: EVERYTHING'S UP FOR GRABS 1(62)
What's Going On?
3(16)
Why Everythings's Up for Grabs
5(3)
California Dreaming
8(2)
Adapting like Crazy
10(5)
It's Hard to See What's Coming When You're Focused on the Past
15(4)
The Wild, Wild West
19(16)
Net Worth
23(3)
The Sheriff Takes a Holiday
26(4)
The Biggest Landgrab Ever
30(2)
A Different Kind of Network, A Different Kind of Person
32(3)
Let's Get Personal
35(16)
Don't Look Now
37(1)
It's All about Relationships
38(3)
Would You Watch More TV If Someone Paid You to?
41(2)
Such a Deal
43(3)
Great Service Keeps Customers Coming Back
46(2)
The Dark Side of the Force
48(3)
It's a Small World after All
51(12)
Baywatch Meets Niemann-Marcus
53(2)
Local Will Now Mean Global, and Vice Versa
55(4)
Act Globally, Think Locally
59(4)
PART 2: NEW TRICKS FOR OLD PETS 63(110)
Stop Making Waves
65(24)
Just Imagine
65(6)
Something's Coming, Something Big
71(5)
It's Global---It's Everywhere---It Really Is a Small World, after All
76(3)
An Unlimited Smorgasbord
79(1)
Interactivity Gets Us What We Want
80(3)
It's Amazing That It Flies at All
83(1)
It's All for Real
84(1)
Brave New World
85(4)
It Ain't Groovy
89(30)
Twenty Billion Records, Give or Take a Few
93(3)
The Next Big Thing
96(1)
A River Runs through It
96(2)
A River Runs over It
98(1)
Bit by Bit
99(3)
``To Every Man Is Given the Key to the Gates of Heaven. The Same Key Opens the Gates of Hell.''
102(3)
Old Friends, New Enemies?
105(5)
Artists as Labels
110(1)
Everybody's Doing It
111(1)
It's Groovy That It Ain't Groovy
112(2)
An Epic Story
114(1)
Cents and Sensibility
115(4)
Tube or Not Tube
119(26)
And Something Completely Similar
122(1)
You Ain't Seen Nuthin' Yet
123(3)
It's Been a Long Time Coming
126(1)
A Government Mandate
127(3)
Godzilla Gently Places a Toe in the Ocean
130(1)
Some More Quickly Than Others
130(4)
A New Kind of Television
134(3)
Our Programming Can Generate More Money Than Your Sludge Can
137(1)
I Like Aggregators So Much, I Became One
138(5)
Tube or Not Tube---That Is the Question
143(2)
Computer Games for the Rest of Us
145(28)
Avoiding the ``G'' Word
148(3)
Choose Your Platform
151(4)
Games for the Rest of Us
155(2)
Breaking the Gender Barrier
157(4)
Breaking the On-Line Barrier
161(4)
Continued Questions about Revenue Opportunities
165(2)
Breaking the Mold
167(6)
PART 3: ADAPT OR DIE 173(90)
Brought to You by...(Ads)
175(22)
Let Me Tell You a Story
178(3)
The Right Information, to the Right Person, at the Right Time
181(7)
Getting More Respect
188(1)
As Long As It Results in More Profits
189(1)
Broad or Narrow
190(1)
Stolen Streams
191(2)
A Place for Everything, and Everything in Its Place
193(4)
Brought to You by...(Networks)
197(16)
Tell Me---Oh, What Can I Do?
200(1)
Easy Enough for Even Dad to Use
201(1)
Availability
202(3)
Bandwidth
205(1)
Reliability
205(1)
Last, but Not Least, Price Matters
206(1)
And the Winner Is...?
207(2)
Open and Closed
209(4)
Family Feud
213(16)
Before and After
216(1)
The Entrepreneur Formerly Known as Prince
216(3)
We Want Our Rights. And We Don't Care How. We Want Our Revolution, Now!
219(3)
So, What's the Story?
222(4)
Limited Time, Limited Money, (Increasingly) Limited Consumer Attention Spans
226(3)
So, What's the Story?
229(18)
A Nation of Control Freaks
231(1)
Six Degrees of Interaction
232(4)
Build Your Own Movie
236(7)
The Notion of Transmedia
243(1)
Finding a Form That Suits Us
244(3)
New Playrooms
247(16)
Get Out of the House!
249(2)
The Games People Play (Together)
251(5)
Challenges Abound
256(2)
Portents of the Future
258(5)
Epilogue: Expect the Unexpected 263(8)
Index 271(16)
About the Authors 287

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