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result(s) for
"Video games industry History 21st century."
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The evolution and social impact of video game economics
This book examines how the video game industry's economic strategies have changed over the past decade (2006-2016) from a media effects and game design perspective. It also features discussions and analyses on the social impact of these changes and how consumers have reacted to evolving marketing and design strategies.
The evolution and social impact of video game economics
2017,2020
Today, consumers of video games spend over 22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer.
Exploiting the “video game craze”: A case study of the tobacco industry’s use of video games as a marketing tool
2019
Video games have grown in popularity since the 1970s, and tobacco imagery is present in a substantial subset of games, including those oriented to youth. Much like exposure to tobacco content in films, exposure to tobacco content in video games may influence smoking uptake and use; however, the tobacco industry's role in facilitating or promoting the use of tobacco imagery in video games is unclear. We explored the industry's interest in and use of video games to market their products to youth and young adults.
We retrieved and analyzed archival tobacco industry documents. We supplemented information from the documents with current and archived versions of several brand and corporate websites and one website containing user-supplied information on video games.
Tobacco companies recognized the youth appeal and marketing potential of video games as early as 1980. Initial marketing ideas included incorporating video game themes into product packaging and design. More fully realized plans focused on incorporating video games into product promotions in bars, as a high visibility way to attract younger patrons and increase long-term marketing opportunities by generating names for tobacco company direct-marketing databases. Tobacco companies also incorporated video games into in-home product promotions, primarily as components of brand websites, in order to enhance brand image and generate repeat website traffic. A similar desire to attract and keep visitors led to discussions about the inclusion of video games on corporate youth smoking prevention websites, although only one company, Lorillard, followed through.
Video game players are an attractive target market for tobacco companies. Video games, as used by these companies, facilitate consumer engagement with particular tobacco brands or particular corporate messages. Eliminating the use of video games as a promotional vehicle may require limiting tobacco marketing in both physical and online environments.
Journal Article
The Netflix Effect
2016,2018
Netflix is the definitive media company of the 21st century. It was among the first to parlay new Internet technologies into a successful business model, and in the process it changed how consumers access film and television. It is now one of the leading providers of digitally delivered media content and is continually expanding access across a host of platforms and mobile devices. Despite its transformative role, however, Netflix has drawn very little critical attention—far less than competitors such as YouTube, Apple, Amazon, Comcast, and HBO. This collection addresses this gap, as the essays are designed to critically explore the breadth and diversity of Netflix’s effect from a variety of different scholarly perspectives, a necessary approach considering the hybrid nature of Netflix; its inextricable links to new models of media production and distribution, to new modes of viewer engagement and consumer behavior, its relationship to existing media conglomerates and consumer electronics, to its capabilities as a web-based service provider and data network, and to its reliance on a broader technological infrastructure. Marking the first scholarly work to address its significance, The Netflix Effect provides a critical framework for understanding the company’s specific strategies as well as its broader social, economic, and cultural impact.
The Growth of the Native American Gaming Industry: What Has the Past Provided, and What Does the Future Hold?
2010
This article presents a review which embodies a general inquiry about the growth of the Native American gaming industry and possibilities the future may hold for America's indigenous people. Tribal gaming is different from other forms of gaming. It is conducted by Native American governments as a way to carry out their natural self-governing rights as independent nations. In 1995, prior to the explosive development of Native American gaming, some tribal leaders were cautious, even skeptical about the impact such development would have on the Indian community. Most leaders had expressed both professional and personal concerns about the impact that gaming expansion would have on the quality of life for tribal members. By 2000 the fears of negative effects on the Indian way of life were no longer as apparent. Tribal leaders became more positive about the addition of gaming to the community. By 2001 gaming had become one fastest-growing sectors of the U.S. tourism industry, with $63.3 billion wagered in casinos, lotteries, race tracks, and bingo halls. Besides experiencing major positive social impacts, some tribes with gaming have experienced modest positive socioeconomic impacts. However, despite the gains made by tribal governments for the indigenous families since the beginning of Indian gaming, the challenges to health, welfare, and hope in Indian Country remain profound. (Contains 2 figures, 6 tables and 78 notes.)
Journal Article
Steroid Stocks: Steroidstocks.com says:(OTCBB:GMTD)-(OTCBB:CMSI)-(OTCBB:AGELE) are on Steroids
2010
TIANJIN, China, Jun 17, 2010 -- Yayi International Inc., (OTC Bulletin Board: YYIN) (\"Yayi International\" or \"the Company\"), the first mover and a leading producer and distributor of premium goat milk formula products for infants, toddlers, young children, and adults in the People's Republic of China (\"China\"), today announced that it will report financial results for the transition period from November 1, 2009 to March 31, 2010 on June 29, 2010. Headquartered at the New Jersey Institute of Technology/EDC in Newark, New Jersey, BioNeutral Group, Inc., is a specialty chemical technology-based life science company that is developing and intends to commercialize a combinational chemistry-based technology which can neutralize harmful environmental contaminants, toxins and dangerous microorganisms including bacteria, viruses, mold, fungi and spores. The formulations, including Ygiene(TM) and Ogiene(TM), are both eco-friendly. The Company has combined these widely used compounds in highly specialized ways to create products that dramatically enhance disinfecting and cleaning results; products include BioNeutralizers and ChemoNeutralizers. BioNeutral's proprietary platform technology has been proven effective in surface, water and airborne applications. Its antimicrobial line of products under the Ygiene(TM) brand have not yet been submitted to the EPA for approval for sale in the United States; however they have been approved in Germany and are allowed in the UK, France and Sweden. \"...According to CIPD (Chartered Institute of Personnel Development) over 13 Billion British Pounds was lost in productivity in the UK last year due to absenteeism associated with illness. Use of Steri-7 sporicidal wipes could help reduce lost productivity by a Billion Pounds per year. If for no other reason, think of it as the patriotic thing to do...\" stated Steri-7's CEO, James Fraser.
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