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Gamers at Work  童书●育儿

Morgan Ramsay
Apress(2012-2-8)
236元 / 356页
9781430233510
标签: 游戏  编程  Programming  interview  传记  game 

For nearly four decades, video games have captured the imagination and drawn the ire of people around the world. Actors play them. Rappers promote them. Politicians want to control them. Even baseball legends make them. Video games are a cultural crossroads where business, entertainment, and technology converge. Sales of video games, hardware, and accessories reach upwards of $20 billion every year in the United States alone. And more than two-thirds of American households include video games in their daily lives. In a world that seems overflowing with fortune and success, the vicious truth of this booming industry is easily forgotten: failure is tradition. There are a few businesses that have stood the test of time, but most startups exit as a quickly as they enter. Many firms are outpaced by the explosive worldwide growth and economic realities of the sector. In this groundbreaking anthology, successful founders of entertainment software companies reflect on the challenges and how they survived. Gamers at Work : Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds. Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup. Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business. What you’ll learn How to lead and execute strategy as an entrepreneur. How to develop meaningful, long-term business relationships. How to recognize strategic opportunities and threats. How to take the next step without compromising principles. How to balance dreams with practical considerations. How to avoid the pitfalls that can trigger disaster. How to learn from mistakes and make informed course corrections. How to enter with style and exit with grace. Who this book is for Software professionals or managers, usually working in the video games industry. The audience also includes game developers who are interested in starting their own game studio as well as gamers who are interested in the history of games and game studios.


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