Online Gamers at Work

By Morgan Ramsay

Online Gamers at Work Cover Image

Learn from the experiences of the founders of successful game companies. From taking risk to devoting their lives to their vision these founders recount their experiences in leading their companies to success in one of the world's most innovative and therefore brutal markets.

Full Description

  • ISBN13: 978-1-4302-4185-0
  • User Level: Beginner to Advanced
  • Publishing December 31, 2014, but available now as part of the Alpha Program
  • Available eBook Formats: EPUB, MOBI, PDF
  • Print Book Price: $24.99
  • eBook Price: $17.99

Related Titles

Full Description

For nearly four decades, video games have captured the imaginations 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 to be 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 withstood the test of time, but most startups exit as quickly as they enter the scene. 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.

Online Gamers at Work:

  • Explores the formation of entertainment software companies from the perspectives of successful founders who defied 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

Other books in the Apress At Work Series:

  • Coders at Work, Seibel, 978-1-4302-1948-4

  • Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9
  • CIOs at Work, Yourdon, 978-1-4302-3554-5
  • CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4
  • Founders at Work, Livingston, 978-1-4302-1078-8
  • European Founders at Work, Santos, 978-1-4302-3906-2
  • Women Leaders at Work, Ghaffari, 978-1-4302-3729-7
  • Advertisers at Work, Tuten, 978-1-4302-3828-7
  • Gamers at Work, Ramsay. 978-1-4302-3351-0

What you’ll learn

  • Lead and execute strategy as an entrepreneur
  • Develop meaningful, long-term business relationships
  • Recognize strategic opportunities and threats
  • Take the next step without compromising principles
  • Balance dreams with practical considerations
  • Avoid the pitfalls that can trigger disaster
  • Learn from mistakes and make informed course corrections
  • Enter with style and exit with grace

Who this book is for

  • Software professionals or managers, particularly those working in the video games industry
  • Game developers interested in starting an independent studio
  • Gamers who are interested in the history of games and game studios

Table of Contents

Table of Contents

1. Col. Casey Wardynski, U.S. Army

2. David Perry, Shiny Entertainment Gaikai

3. Doug Whatley, BreakAway Games

4. Ian Bogost, Persuasive Games

5. Neil Young, ng:moco:)

6. Emily Greer, Kongregate

7. Gaute Godager, Funcom

8. Ilkka Paananen, Supercell

9. Jason Kapalka, PopCap Games

10. Ray Muzyka and Greg Zeschuk, BioWare Corp.

11. John Romero, id Software

12. Raph Koster, Metaplace (Disney)

13. Reynir Harðarson, CCP Games

14. Riccardo Zacconi, King

15. Richard Garriott (astronaut), Origin Systems Destination Games

16. Victor Kislyi, Wargaming.net

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