   .   Minecraft, Angry Birds, Pokmon GO     
  


Top Business Awards
         Minecraft, Fortnite, Pokemon Go, Angry Birds      .

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Sony  Electronic Arts   Nintendo

Valve     

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         Game Stop    

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  PDF A4    .





  

   .   Minecraft, Angry Birds, Pokmon GO     



Joost van Dreunen

One Up: Creativity, Competition, and the Global Business of Video Games

Copyright  2020Columbia University Press.

This Russian language edition is a complete translation of the U.S. edition, specially authorized by the original publisher, Columbia University Press.

 .   , 2023


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      ,     . -  ,       . ,  ,  - Stardew Valley  ,  :     ,  ,     ,   .      .      .      .     ,    ,       ,      [1 -  , ,   .     (-: , 2017.), . 74.].     ,        ,         ,   ,         -,      .      , ?

  Stardew Valley  , ,  .              .  -       ,   Stardew Valley       . ,          ,     ,     -  .    -  , , ,   ,    .  ,             ,     .

          ,   ,   .   Apple   Electronic Arts           .   ,         ,             .  1980-       : ,            ,      -.  ,     .        [2 - Bro Uttal, Famous Victories in Personal Software. Fortune. May 2, 1983. P. 164.].       ,      ,   .  ,           -,   .          ,        . ,     .      . ,      ,         :       [3 - Raph Koster, Practical Creativity. GDC Next, Los Angeles, November 3, 2014.].

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  Nintendo          ,      Super Mario,      :  ,  ,   .               .   ,          ,       .  , -          [5 - New Super Mario Bros. Wii: The Reason Mario Wears Overalls. Iwata Asks, Nintendo. http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/1 (accessed September 21, 2019).].     ,   Nintendo       1983.     -  Supercell    ,    ,        .   Sony         .      Valve, ,       , ,      ?

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      ,        , ,  , ,         .   ,            .       .         . ,   XIX ,     ,  ,        ,     .         ,         , ,       .         ,      ,  .    ,           .          ,           [8 - Sedgwick J., Pokorny M. The Characteristics of Film as a Commodity, in An Economic History of Film. Abingdon, UK, Routledge, 2004. 13p.].

            ,     ,   .             ,   .        ,     ,      .  , ,    ,        .  ,    ,      -.         .  ,   :         ,  ,              .  ,           ,      .  ,        ,  ,    [9 - Krueger A. Rockonomics: A Backstage Tour of What the Music Industry Can Teach Us about Economics and Life. New York, Currency, 2019. 5p.].       ,    ,       .

               . ,      ,     ,       ,      ,      .    ,      ,       .  -  ,  ,      ,       ,    ,   .       .     ,   ,         . , -       -               ,      .             ,    ,    .

       -   .      ,     ,  ,               -,   ,         .   ,   , , ,   ,        ,   ,     ,     .            .  ,    , ,      ,  ,           .

   ,      , ,  .    : Game Over:  Nintendo  , Super Mario:  Nintendo  ,  : Sega, Nintendo  ,   , Game On!   Pong Pac-Man Mario,Minecraft  [10 -  , Game Over.  Nintendo   (-: , 1993.); Ryan J. Super Mario: How Nintendo Conquered America. London, Portfolio, 2012; . ,  . Sega, Nintendo      (-: , 2014.); Hansen D. Game On! Video Game History from Pong and Pac-Man to Mario, Minecraft, and More. New York, Feiwel & Friends, 2016.].         ,    ,       ,   .        ,    (,   ,    ),        .           .       .           .

 ,    ,          .     ,   ,        ,     ,      .    ,       VentureBeat,      Xbox Xbox 360[11 - Takahashi D. Opening the Xbox: Inside Microsofts Plan to Unleash an Entertainment Revolution. Roseville, CA, Prima Lifestyles, 2002; Takahashi D. The Xbox 360 Uncloaked: The Real Story Behind Microsofts Next-Generation Video Game Console. Raleigh, NC, SpiderWorks Press, 2006.].       .   Platform Studies  The MITPress        , , Atari 2600[12 - Montfort N., Bogost I. Racing the Beam: The Atari Video Computer System. Cambridge, MA, The MIT Press, 2009.].        ,  Masters ofDoom  ,      Doom,     Jacked,   Grand Theft Auto (GTA)[13 -  ,  DOOM.           (2003; ., -:  , 2004).].

         ',        . '    ,  ,        ,     ࠫ ,      [14 - ODonnell C. Developers Dilemma: The Secret World of Videogame Creators. Cambridge, MA, The MIT Press, 2014. 147p.].  ,     , ,       ,        .

      .  ,   -,      ,      680-     (      ).   ,  ,      [15 - Vogel H. L. Entertainment Industry Economics: A Guide for Financial Analysis. (NewYork, Cambridge University Press, 2014. 40121pp.].         ,        ,        .          .                          . ,   ,          .

,          ,     ,      .  -  , , The Routledge Companion   [16 - Wolf M. J. P., Perron B., The Routledge Companion to Video Game Studies. New York, Routledge, 2014. https://doi.org/10.4324/9780203114261.].           ,    , ,  ,   , , , ,   .           ,    , ,    .

                    .      Atari Age:         [17 - Newman M. Z. Atari Age: The Emergence of Video Games in America. Cambridge, MA, The MIT Press, 2017.].           (Coin-Operated Americans)   ,   ,  ,    [18 - Kocurek C.A. Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade. Minneapolis, University of Minnesota Press, 2015.].    ,      ,    -,   ,      .

 ,  ,    :    ,  : ,       蠫  (The Video Game Business),     -  [19 - Dyer-Witheford N., de Peuter G. Games of Empire: Global Capitalism and Video Games. Minneapolis, University of Minnesota Press, 2013; Kerr A., Global Games: Production, Circulation and Policy in the Networked Era. New York, Routledge, 2017; Nichols R., The Video Game Business. International Screen Industries, British Film Institute, 2014.]. ,  ,     ,       ,              .         .               ,       .              .     ,             ,  ,       . ,  ,   , ,         ,        ,  -   ,     (,     ,    /) -      - [20 - Kerr A. Global Games: Production, Circulation and Policy in the Networked Era. New York, Routledge, 2017. 37p.].

       .        ,               . , ,         :         ,            .       ,        ,        ,    ,       .          ,         ,      ,              .  ,           ,           ,      .

  ,  ,    ⠫            [21 - Kerr A. Global Games: Production, Circulation and Policy in the Networked Era. New York, Routledge, 2017. 37p; ODonnell C., Developers Dilemma: The Secret World of Videogame Creators. Cambridge, MA, The MIT Press, 2014. 147p.].      ,        ,         [22 - Ahmad N. B., Barakji S. A. R., Shahada T. M. A., Anabtawi Z. A. How to Launch a Successful Video Game: A Framework. Entertainment Computing, November 1, 2017 vol. 23, p. 10. https://doi.org/10.1016/j.entcom.2017.08.001.].         ,      ,       ,       ,   ,   .      .







   ,       .          ,   ,     ,     .    ,  ,  ,  -,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,  ,    .          .

           .      ,    ,         .          ,            ,       .           (Structure and Competition in the U.S.Home Video Games Industry) 2002        ,     ,           .            .          ,       ,   . , !

  ,         ,     .       ,    SuperData Research.             .            .   ,     ,    .

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  ,   ,      ,  Call ofDuty World ofWarcraft,     Candy Crush.     .         . Activision Blizzard  King Digital 5,9 .    ,  Disney  Marvel (4,24 )  Lucasfilm (4,05 )[24 -          .     ,  Take-Two Interactive Software,   Take-Two.         .].        ,   ,     ,  .         .     ,    ,     RPG[25 - RPG        ,         .],        .      ,     .                   .

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   .

   ,     (https://www.litres.ru/pages/biblio_book/?art=69075853)  .

      Visa, MasterCard, Maestro,    ,   ,     ,  PayPal, WebMoney, ., QIWI ,       .



notes








1


 , ,   .     (-: , 2017.), . 74.




2


Bro Uttal, Famous Victories in Personal Software. Fortune. May 2, 1983. P. 164.




3


Raph Koster, Practical Creativity. GDC Next, Los Angeles, November 3, 2014.




4


 ,    (-: , 2005.), . 31.




5


New Super Mario Bros. Wii: The Reason Mario Wears Overalls. Iwata Asks, Nintendo. http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/1 (accessed September 21, 2019).




6


-  ,        (. .).




7


Freemium  -,       ,  , -   ,      ,          (. .).




8


Sedgwick J., Pokorny M. The Characteristics of Film as a Commodity, in An Economic History of Film. Abingdon, UK, Routledge, 2004. 13p.




9


Krueger A. Rockonomics: A Backstage Tour of What the Music Industry Can Teach Us about Economics and Life. New York, Currency, 2019. 5p.




10


 , Game Over.  Nintendo   (-: , 1993.); Ryan J. Super Mario: How Nintendo Conquered America. London, Portfolio, 2012; . ,  . Sega, Nintendo      (-: , 2014.); Hansen D. Game On! Video Game History from Pong and Pac-Man to Mario, Minecraft, and More. New York, Feiwel & Friends, 2016.




11


Takahashi D. Opening the Xbox: Inside Microsofts Plan to Unleash an Entertainment Revolution. Roseville, CA, Prima Lifestyles, 2002; Takahashi D. The Xbox 360 Uncloaked: The Real Story Behind Microsofts Next-Generation Video Game Console. Raleigh, NC, SpiderWorks Press, 2006.




12


Montfort N., Bogost I. Racing the Beam: The Atari Video Computer System. Cambridge, MA, The MIT Press, 2009.




13


 ,  DOOM.           (2003; ., -:  , 2004).




14


ODonnell C. Developers Dilemma: The Secret World of Videogame Creators. Cambridge, MA, The MIT Press, 2014. 147p.




15


Vogel H. L. Entertainment Industry Economics: A Guide for Financial Analysis. (NewYork, Cambridge University Press, 2014. 40121pp.




16


Wolf M. J. P., Perron B., The Routledge Companion to Video Game Studies. New York, Routledge, 2014. https://doi.org/10.4324/9780203114261.




17


Newman M. Z. Atari Age: The Emergence of Video Games in America. Cambridge, MA, The MIT Press, 2017.




18


Kocurek C.A. Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade. Minneapolis, University of Minnesota Press, 2015.




19


Dyer-Witheford N., de Peuter G. Games of Empire: Global Capitalism and Video Games. Minneapolis, University of Minnesota Press, 2013; Kerr A., Global Games: Production, Circulation and Policy in the Networked Era. New York, Routledge, 2017; Nichols R., The Video Game Business. International Screen Industries, British Film Institute, 2014.




20


Kerr A. Global Games: Production, Circulation and Policy in the Networked Era. New York, Routledge, 2017. 37p.




21


Kerr A. Global Games: Production, Circulation and Policy in the Networked Era. New York, Routledge, 2017. 37p; ODonnell C., Developers Dilemma: The Secret World of Videogame Creators. Cambridge, MA, The MIT Press, 2014. 147p.




22


Ahmad N. B., Barakji S. A. R., Shahada T. M. A., Anabtawi Z. A. How to Launch a Successful Video Game: A Framework. Entertainment Computing, November 1, 2017 vol. 23, p. 10. https://doi.org/10.1016/j.entcom.2017.08.001.




23


Stuart K. Activision CEO Bobby Kotick on the King Deal: We Have an Audience of 500 Million. Games, Guardian, November 4, 2015. https://www.theguardian.com/technology/2015/nov/04/bobby-kotick-king-deal-activision-blizzard.




24


         .     ,  Take-Two Interactive Software,   Take-Two.         .




25


RPG        ,         .




26


Ericsson Mobility Report 2018. Ericsson.com, November 20, 2018. https://www.ericsson.com/en/mobility-report/reports/november-2018/mobile-subscriptions-worldwide-q3-2018. Steve Jobs on Portable Gaming. stevejobsays, October 9, 2010, video, 1:01. https://www.youtube.com/watch?v=klXGAyqVTWA.




27


  :   Facebook Instagram          .




28


Sherman A. Netflix Says Its More Scared of Fortnite and YouTube Than Disney and Amazon. CNBC, January 17, 2019. https://www.cnbc.com/2019/01/17/netflix-more-scared-of-fortnite-and-youtube-than-disney-and-amazon.html.


