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Financial profitabilty of game publishers' business models / Thierry ARDIZIO / 2023
Titre : Financial profitabilty of game publishers' business models Type de document : Mémoire Auteurs : Thierry ARDIZIO, Auteur Année de publication : 2023 Importance : 43 p. Note générale : Pour accéder aux fichiers PDF, merci de vous identifier sur le catalogue avec votre compte Office 365 via le bouton CONNEXION en haut de page. Langues : Anglais (eng) Mots-clés : Management
JEU VIDEO SECTEUR ; MARKETING STRATEGIQUE ; TECHNOLOGIEProgramme : MSc Corporate Finance Permalink : https://cataloguelibrary.neoma-bs.fr/index.php?lvl=notice_display&id=581738 Luxury: a bargain for the gaming industry. Why are gamers turning to luxury brands that enter the metaverse? / David BONDIN-DALLERA / 2022
Titre : Luxury: a bargain for the gaming industry. Why are gamers turning to luxury brands that enter the metaverse? Type de document : Mémoire Auteurs : David BONDIN-DALLERA, Auteur Année de publication : 2022 Importance : 35 p. Note générale : Pour accéder aux fichiers PDF, merci de vous identifier sur le catalogue avec votre compte Office 365 via le bouton CONNEXION en haut de la page. Langues : Anglais (eng) Mots-clés : Management
DEVELOPPEMENT ECONOMIQUE ; INDUSTRIE ; INDUSTRIE DU LUXE SECTEUR ; JEU VIDEO SECTEURRésumé : The aim of this study is to examine two fields that might be thought to be opposed at first: the world of gaming, gamers and the metaverse within the luxury universe. Indeed, the latter occupies a predominant place in the luxury industry. However, this study will allow us to reflect and take a step back to understand the motivations of gamers for luxury brands, particularly in the gaming world. In order to understand the motivations of gamers for luxury brands, we decided to use the qualitative method. Indeed, interviewing people allows us to understand their thinking, their reflection, to analyze and study it. Using an interview guide that I developed, I carried out a qualitative study consisting of 14 interviews following a common thread. In these interviews we talked about several key topics, namely the experience of playing in general. Then we entered the subject concretely through experiences in the metaverse, then an interpretation of the latter, through a form of virtual tourism of the game and finally the experience of skins, before finishing all with classic questions on fashion in general. The interest of this study is to intrinsically understand the motivations of gamers for the luxury industry: both in the world of the metaverse but also in everyday life. A simple question emerges: are gamers sensitive to this universe? During this study, both through literature and interviews, the motivations were addressed by each of the protagonists of this study, without warning about the dangers of the metaverse and the luxury world, a ruthless world par excellence. As the world of the metaverse is new, it is difficult to find precise scientific studies on a recent subject. Previous studies have skimmed over the subject, due to a lack of information and a short-sighted view of the subject. This reflection is one of the first to address both the gaming and fashion worlds. It seems difficult for common sense to associate the two. It is therefore essential for the future because GenZ represents the next generation of luxury goods buyers. This study will examine the recent collaboration between the world of gaming and fashion, to understand whether these two sectors are compatible and to think about new proposals to enable both luxury brands to sell and gamers to find satisfaction. Programme : MSc Luxury Marketing Permalink : https://cataloguelibrary.neoma-bs.fr/index.php?lvl=notice_display&id=564576 Mergers & Acquisitions in the video game industry / Charles PROBIN / 2022
Titre : Mergers & Acquisitions in the video game industry : Is the current strategy used by most of companies in the video game industry viable on the long-term? Type de document : Mémoire Auteurs : Charles PROBIN, Auteur Année de publication : 2022 Importance : 28 p. Note générale : Pour accéder aux fichiers PDF, merci de vous identifier sur le catalogue avec cotre compte Office 365 via le bouton CONNEXION en haut de la page. Langues : Anglais (eng) Mots-clés : Management
ASIE ; FUSION ACQUISITION ; JEU VIDEO SECTEURRésumé : This dissertation is a study of the effects Mergers & Acquisitions activities of video game companies have on the final customer. The main purpose here is to see if the current
strategies that video game companies use are viable on the long-term. The background of this paper is the recent wave of Mergers and Acquisitions deals in the industry with larger and larger sums of money put on the table to acquire companies. Especially the recent announcement of Microsoft buying Activision Blizzard for an incredible $68 billion. With the use of an online survey, the opinion of 118 respondents was analyzed to get a better understanding of the general opinion towards those activities. The result of this study is a general negative opinion towards those activities. A deeper study with a better representation of the major market (Asia) could be useful to get even more useful information and conclusions. This paper also includes recommendations for companies to pivot to long?term goals that include customer opinion in order to reach long-term success.Programme : Global BBA Permalink : https://cataloguelibrary.neoma-bs.fr/index.php?lvl=notice_display&id=562058 What are gamers' perceptions of luxury brands and video games collaborating? / Sarah WALSH / 2022
Titre : What are gamers' perceptions of luxury brands and video games collaborating? Type de document : Mémoire Auteurs : Sarah WALSH, Auteur Année de publication : 2022 Note générale : Pour accéder aux fichiers PDF, merci de vous identifier sur le catalogue avec votre compte Office 365 via le bouton CONNEXION en haut de la page. Langues : Anglais (eng) Mots-clés : Management
COLLABORATION INTER ENTREPRISES ; IMAGE DE MARQUE ; INDUSTRIE DU LUXE SECTEUR ; JEU VIDEO SECTEURRésumé : The purpose of this research investigation is to examine gamers’ perceptions of the recent trend in which luxury brands are collaborating with gaming companies to bring out in-game co-branded products. It is important to analyse how gamers feel about luxury brands entering their community, how this collaboration will shape their image of the luxury brand, and if it will result in purchases. This study uses a qualitative approach by conducting 13 semi-structured interviews with both male and female gamers surround 5 key areas: gaming experience, skins experience, luxury brands in metaverse, dressing in real life, and social media. Previous studies have shown factors that influence consumers perceptions of luxury brand collaborations with mass market retailers. Findings of this analysis show that gamers have a positive perception towards luxury brands collaborating with video games to bring out in-game products and skins. However, for gamers to react positively, there must be a high degree of perceived brand fit between the two collaborating brands. In addition, recommendations have been provided to advise marketing managers how to successful appeal to gamers needs and choose a partner brand that will be perceived as a strong brand fit. Programme : MSc Luxury Marketing Permalink : https://cataloguelibrary.neoma-bs.fr/index.php?lvl=notice_display&id=564590 Inlcusion and diversity in doll toy industry - How far should the doll toy industry be focused on diversity and inclusion-oriented products for enhancing customer brand experience? / Glennys Margarita PARRA NIETO / 2021
Titre : Inlcusion and diversity in doll toy industry - How far should the doll toy industry be focused on diversity and inclusion-oriented products for enhancing customer brand experience? Type de document : Mémoire Auteurs : Glennys Margarita PARRA NIETO, Auteur Année de publication : 2021 Importance : 28 p. Note générale : Pour accéder aux fichiers PDF, merci de vous identifier sur le catalogue avec votre compte Office 365 via le bouton CONNEXION en haut de page. Langues : Anglais (eng) Mots-clés : Management
COMPORTEMENT DU CONSOMMATEUR ; IMAGE DE MARQUE ; JOUET ET JEU SECTEURRésumé : The toy sector it is a saturated industry with a constant competition based on the quality of the materials, prices, brands in the market and play value offer to the children, so having a competitive advantage for toy companies is quite hard. Particularly the section of dolls is not the same as 50 years ago, even in 15 yearsthe industry has changed, it has been in constant evolution, directly proportional to how society has been changing. The new generations are more diverse and are committed to constant inclusion, which is why the toy industry has also been subject to these latest social trends. Therefore, this research study is related to inclusion and diversity in doll toy industry and how far should be focused on diversity and inclusion-oriented products for enhancing customer brand experience. Programme : MSc International Marketing & Brand Management Permalink : https://cataloguelibrary.neoma-bs.fr/index.php?lvl=notice_display&id=538665 Product placement and gaming YouTubers: A new way to communicate with gamers / Tom LAGET-HANEGRAAFF / 2019PermalinkEn quoi les influenceurs sont-ils des leviers importants dans le développement des stratégies des marques dans le secteur des jeux vidéo ? / Arnaud BOMPY / 2019PermalinkLa consommation de contenus téléchargeables payants par les joueurs de jeux video / Alexandre CONTASSOT / 2018PermalinkLe Marketing genré imposé aux enfants dans les catalogues de jouets reflète-t-il la réalité de leurs préférences en matière de jeux ainsi que leur vision du féminin et du masculin ? / Marilou BEAU / 2018PermalinkLa puissance de la gamification / Ambroise COLLON / ATLANDE (2016)PermalinkDe brique en brique / David C. ROBERTSON / [Paris] : MUTTPOP (2014)PermalinkPetites filles d'aujourd'hui / Catherine MONNOT / Paris : AUTREMENT (2009)PermalinkLes pratiques culturelles des français à l'ère numérique / Olivier DONNAT / Paris : EDITIONS LA DECOUVERTE (2009)PermalinkLa consommation responsable de A à Z / Marie-France CORRE / Paris : PEARSON EDUCATION FRANCE (2008)PermalinkAtlas de la distribution 2008 / LSA LIBRE SERVICE ACTUALITES / Paris : LSA LIBRE SERVICE ACTUALITES (2007)Permalink
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