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Avoiding the Performance Trap

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Bibliography of Books Cited in the Text

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List of Articles and Multimedia Content

Readers of Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap will find plenty of additional resources on this page, beginning with links to articles and videos indexed to the corresponding chapters and/or pages of the text. The main purposes of this page are to provide multimedia resources and to keep the content of the book current. If there are any additional features you would like to see added to this page, please let us know.

Preface

Introduction

Chapter 1: Shigeru Miyamoto and the Art of Donkey Kong

  • [article] Games for and by Women: Far more than fluff (page 13; see also page 185)

Chapter 2: Nintendo’s Dark Age

  • [article] The Decline of Mario: How Nintendo Mismanaged Its Top Franchise

Chapter 3: PlayStation Dreams

  • [article] Project Natal Among Time Magazine’s “50 Best Inventions of 2009″ (page 51)
  • [photo][video] “Video Game Marketing 101″: Performance vs. Usability (page 52)

Chapter 4: Xbox Empire

Chapter 5: The Brain Age: Handheld Consoles and their Impact on Adult Gamers

  • [video] Atari Lynx: Why low price and high performance are not enough (pages 80-84)
  • [video] Sega Game Gear Advertising Campaign Targeted Nintendo (pages 84-85)
  • [article][photo][video] Video Games will Decide the Fate of “Active” 3D Televisions (pages 85-86)
  • [article] With the PSP Go, Sony tries to reach out to casual gamers (pages 94-95)

Chapter 6: Rings of Death

  • [article] [video] Will Project Natal become another performance trap for Microsoft?

Chapter 7: The PlayStation 3: Sony’s “Supercomputer”

  • [article] Sony’s New Strategy: Abandon a bias against “non-Sony” technologies (pages 132-134)

Chapter 8: Blu-Rays and Netflix: Defining “the Ultimate High Definition Experience”

  • [article] Coming Soon to a Console Near You: Netflix on the PS3 and Wii

Chapter 9: The Wii Revolution

  • [video] Sony’s “Play Beyond” Advertising Campaign Focused on the PS3’s Technical Qualities (p. 150)
  • [video] Nintendo’s Award Winning Advertising Campaign Focused on the User Experience (p. 150)
  • [photo][article] The Role of Scarcity in Video Game Marketing (p. 158)
  • [video] Which Console for You?: The Paradox of Choice (pages 160 – 163)
  • [article] The Paradox of Holiday Video Game Bundles (pages 160 – 163)
  • [article]  The Role of Scarcity in Video Game Marketing
  • [case study] Nintendo Case Study Among the Top Marketing Cases in 2009

Chapter 10: Game Development and the Rise of Casual Games

  • [article] An Indie Developer’s “Biggest Mistake”
  • [article] Indie Developers Are Leading the Way in Video Game Innovation
  • [article] [video] Machinarium – “Sometimes it’s not the biggest games that end up making the biggest impression”
  • [video] ModNation Racers Brings User Generated Content to the Racing Genre
  • [video] LittleBigPlanet, ModNation Racers, and Sony’s “Play, Create, Share” Initiative (pages 187-190)

Chapter 11: Guitar Hero Nation

  • [article] Too Much of a Good Thing: Explaining the decline of Guitar Hero and Rock Band
  • [article] Complexity: The Classic Performance Trap

Conclusion

Epilogue

  • [video] Project Natal: Simplifying Complexity (page 220-224)
  • [article] Disrupting the Disruptor: Sony and Microsoft Respond to the Wii Remote

Bibliography of Books Cited in the Text

Note: The following list does not include journal articles, news sources, or Internet sources. When available, I have linked to free resources, such as the author’s website or Google Books. The remaining links point to Amazon.com.

Allen, D. 2004. Customer Satisfaction Research Management: A Comprehensive Guide to Integrating Customer Loyalty and Satisfaction Metrics in the Management of Complex Organizations. Milwaukee: ASQ Quality Press.

Boone, M. 2001. Managing Interactively. New York: McGraw-Hill.

Carter, D. and Rovell, D. 2003. On the Ball. Upper Saddle River: Financial Times Prentice Hall

Chesbrough, H. 2003. Open Innovation: The New Imperative for Creating and Profiting from Technology. Boston: Harvard Business Press.

Chesbrough, H., Vanhaverbeke, W. and West, J. 2006. Open Innovation: Researching a New Paradigm. New York: Oxford University Press.

Chaplin, H. and Ruby, A. 2005. Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution. Chapel Hill: Algonquin.

Christensen, C. 1997. The Innovator’s Dilemma. Boston: Harvard Business School Press.

Fleming, D. 1996. Powerplay: Toys as Popular Culture. Manchester: Manchester University Press.

Foster, R. 1986. Innovation: The Attacker’s Advantage. New York: Summit Books.

Gardiner, R. 1994. Games for Business and Economics. New York: Wiley.

Gershenfeld, A., Loparco, M., and Barajas, C. 2003. Game Plan: The Insider’s Guide to Breaking In and Succeeding in the Computer and Video Game Business. New York: St. Martin’s Press.

Gladwell, M. 2002. The Tipping Point. Newport Beach, CA: Back Bay Books.

Hamel, G. 2000. Leading the Revolution. Boston: Harvard Business School Publishing.

Hax, A. and Wilde, D. 2001. The Delta Project: Discovering New Sources of Profitability. New York: Palgrave.

Herman, L. 2008. Handheld Video Game Systems, in The Video Game Explosion: A History from PONG to PlayStation and Beyond, edited by M. Wolf. Westport: Greenwood Press, 143–48.

Johansson, J. and Nonaka, I. 1996. Relentless: The Japanese Way of Marketing. New York: HarperBusiness.

Johnson, S. 2006. Everything Bad Is Good for You. New York: Riverhead Trade.

Juran, J. and Gryna, F. 2001. Quality Planning and Analysis: From Product Development through Use. New York: McGraw-Hill.

Leonard-Barton, D. 1998. Wellsprings of Knowledge: Building and Sustaining the Sources of Innovation. Boston: Harvard Business School Press.

Lowood, H. 2006. A Brief Biography of Computer Games, in Playing Video Games, edited by P. Vorderer and J. Bryant. Mahwah, New Jersey: Lawrence Erlbaum Associates, 25–32.

Mohr, J., Sengupta, S. and Slater, S. 2004. Marketing of High-Technology Products and Innovations, 2nd Edition. Upper Saddle River, NJ: Prentice Hall.

Moore, G. 2002. Crossing the Chasm. New York: HarperCollins.

Poole, S. 2000. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing.

Regnér, P. 1999. Strategy Creation and Change in Complexity – Adaptive and Creative Learning Dynamics in the Firm, published doctoral dissertation, Stockholm: Institute of International Business, Stockholm School of Economics.

Ries, A. and Ries, L. 2002. The Fall of Advertising. New York: HarperCollins.

Rogers, E. 1983. Diffusion of Innovations. 3rd edition. New York: The Free Press.

Rogers, E. 2003. Diffusion of Innovations. 5th edition. New York: The Free Press.

Schwartz, B. 2004. The Paradox of Choice: Why More is Less. New York: Harper Collins.

Shaffer, H. et al. 2003. Futures at Stake: Youth, Gambling, and Society. Reno: University of Nevada Press.

Sheff, D. 1993. Game Over. New York: Random House.

Sheth, J. 2007. The Self-Destructive Habits of Good Companies and How to Break Them. Upper Saddle River, NJ: Wharton School Publishing.

Shippy, D. and Phipps, M. 2009. The Race for the New Game Machine. New York: Kensington.

Simons, I. 2007. Inside Game Design, London: Laurence King Publishers.

Solomon, M. 2003. Conquering Consumerspace. New York: AMACOM.

Stang, B. 2007. The Book of Games Volume 2. Ottawa:GameXplore N.A.

Sutton, R. 2002. Weird Ideas That Work. New York: Free Press.

Utterback, J. 1994. Mastering the Dynamics of Innovation. Boston: Harvard Business Press.

West, M. 2008. The Japanification of Children’s Popular Culture. Lanham: Rowman & Littlefield.

Wheelwright, S. 1992. Revolutionizing Product Development: Quantum Leaps in Speed, Efficiency, and Quality. New York: Free Press.

White, M. 1994. The Material Child: Coming of Age in Japan and America. Berkeley: University of California Press.

Wind, J. and Mahajan, V. 2001. Digital Marketing: Global Strategies from the World’s Leading Experts. New York John Wiley & Sons.

Wolf, M. 2008. The Video Game Explosion: A History from PONG to PlayStation and Beyond. Westport: Greenwood Press.

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  • About the Authors

    David Wesley is research manager at Northeastern University's College of Business Administration and a founding member of the Institute for Global Innovation Management.

    Prof. Gloria Barczak is recognized as one of the world's leading innovation management scholars. She is also a member of the Editorial Board of the Journal of Product Innovation Management, IEEE Transactions on Engineering Management, and Creativity and Innovation Management.

  • Readers’ Corner

    This section is for readers of the print and ebook editions of Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap. It includes a list of articles, multimedia resources, and more. Please visit the book resources page.

  • About the book

    Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap

    A new book by David Wesley and Gloria Barczak, both members of Northeastern University's Institute for Global Innovation Management in Boston, considers why companies with the most advanced products are often less successful than their competitors.

    * Imprint: Gower
    * Published: June 2010
    * Format: 244 x 172 mm
    * Extent: 278 pages
    * Binding: Hardback
    * ISBN: 978-0-566-09167-4
    * Price : $124.95

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