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Playing for Profit: How Digital Entertainment is Making Big Business Out of Child's Play (Upside)
 
 
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Playing for Profit: How Digital Entertainment is Making Big Business Out of Child's Play (Upside) [Hardcover]

Alice LaPlante (Author), Rich Seidner (Author)
3.7 out of 5 stars  See all reviews (6 customer reviews)

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Book Description

0471296147 978-0471296140 April 26, 1999 1
A little over a century ago, an intense explosion of technical innovation transformed the way we spent our leisure time. Inventions like the phonograph, television, radio, and motion pictures sparked a revolution in entertainment that captured the hearts--and the wallets--of the average consumer. In recent years, we've seen some improvements on these feats: LPs disappeared and made room for CDs, movies were augmented by computer-generated special effects, and video games became a staple for home computers. But for the most part, few modifications have been made to our traditional forms of entertainment for almost 100 years. That's about to change.

With the exciting emergence of digital interactivity, we're about to take a huge leap forward, reshaping and reinventing virtually every form of entertainment we know. Veteran technology journalist Alice LaPlante and technology consultant Rich Seidner explain the massive changes in technology, entertainment, and culture that are forcing this latest revolution, opening up a whole new market that extends beyond electronics-savvy teenage boys. Playing for Profit examines how digital interactivity will affect the future of the technology and entertainment businesses, demanding new rules, different players, and bigger profits. It takes an insightful look into the strategies and methods that are driving the digital entertainment and interactive gaming industries, dissecting the thinking behind such issues as product innovation, market domination, risk taking, attracting and nurturing visionary employees, and unparalleled customer service.

This engaging book outlines how the entire entertainment industry will be redefined and how the current business models found in radio, recorded music, television, and computer games will be affected. The authors explain how rapid and powerful changes in technology are already shaking up the status quo: In the music business, for example, Internet-savvy musicians are becoming Web-based recording labels, and traditional recording labels are beginning to irk radio conglomerates by broadcasting over the Internet, selling directly to consumers via e-commerce. You'll learn how the forces of evolution are creating new roles for all entertainment providers, especially the computer games industry, which is finally maturing as it reaches a new audience--girls and adult women--and makes a home in cyberspace.

This lively account of the fast-paced, high-risk world of interactive entertainment also includes:
* Candid, compelling interviews with industry insiders.
* Dramatic examples of how innovators in the entertainment business are breaking all the rules and ignoring traditional industry boundaries.
* A behind-the-scenes look at groundbreaking digital entertainment start-ups.


Playing for Profit offers valuable lessons for managers in entertainment and technology companies and will dazzle the enthusiasts who follow the successes and failures of this remarkable industry.

An inside look at how emerging digital technologies are revolutionizing the entertainment business.

"LaPlante and Seidner are master storytellers of the events of the digital age."--Steve Fowler, Senior Vice President, The 3DO Company

"LaPlante and Seidner take us on a whirlwind tour of entertainment possibilities in the new millennium."--Bruce Leichtman, Director, Media & Entertainment Strategies, The Yankee Group

"A must read for anyone in, or interested in, the [digital entertainment] industry. Armed with this book, you can feel confident that you are prepared for the digital revolution!"--Ken Rutkowski, CEO Tech Talk Broadcasting, Inc.

"The authors deliver keen insights into the value of interactivity, including the technologies and fascinating people who are changing the way we are entertained, informed, and educated."--Gary H. Arlen, President, Arlen Communications, Inc.

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Editorial Reviews

From the Inside Flap

A little over a century ago, an intense explosion of technical innovation transformed the way we spent our leisure time. Inventions like the phonograph, television, radio, and motion pictures sparked a revolution in entertainment that captured the hearts—and the wallets—of the average consumer. In recent years, we’ve seen some improvements on these feats: LPs disappeared and made room for CDs, movies were augmented by computer-generated special effects, and video games became a staple for home computers. But for the most part, few modifications have been made to our traditional forms of entertainment for almost 100 years. That’s about to change. With the exciting emergence of digital interactivity, we’re about to take a huge leap forward, reshaping and reinventing virtually every form of entertainment we know. Veteran technology journalist Alice LaPlante and technology consultant Rich Seidner explain the massive changes in technology, entertainment, and culture that are forcing this latest revolution, opening up a whole new market that extends beyond electronics-savvy teenage boys. Playing for Profit examines how digital interactivity will affect the future of the technology and entertainment businesses, demanding new rules, different players, and bigger profits. It takes an insightful look into the strategies and methods that are driving the digital entertainment and interactive gaming industries, dissecting the thinking behind such issues as product innovation, market domination, risk taking, attracting and nurturing visionary employees, and unparalleled customer service. This engaging book outlines how the entire entertainment industry will be redefined and how the current business models found in radio, recorded music, television, and computer games will be affected. The authors explain how rapid and powerful changes in technology are already shaking up the status quo: In the music business, for example, Internet-savvy musicians are becoming Web-based recording labels, and traditional recording labels are beginning to irk radio conglomerates by broadcasting over the Internet, selling directly to consumers via e-commerce. You’ll learn how the forces of evolution are creating new roles for all entertainment providers, especially the computer games industry, which is finally maturing as it reaches a new audience—girls and adult women—and makes a home in cyberspace. This lively account of the fast-paced, high-risk world of interactive entertainment also includes:
  • Candid, compelling interviews with industry insiders
  • Dramatic examples of how innovators in the entertainment business are breaking all the rules and ignoring traditional industry boundaries
  • A behind-the-scenes look at groundbreaking digital entertainment start-ups
Playing for Profit offers valuable lessons for managers in entertainment and technology companies and will dazzle the enthusiasts who follow the successes and failures of this remarkable industry.

From the Back Cover

A little over a century ago, an intense explosion of technical innovation transformed the way we spent our leisure time. Inventions like the phonograph, television, radio, and motion pictures sparked a revolution in entertainment that captured the hearts—and the wallets—of the average consumer. In recent years, we've seen some improvements on these feats: LPs disappeared and made room for CDs, movies were augmented by computer-generated special effects, and video games became a staple for home computers. But for the most part, few modifications have been made to our traditional forms of entertainment for almost 100 years. That's about to change.

With the exciting emergence of digital interactivity, we're about to take a huge leap forward, reshaping and reinventing virtually every form of entertainment we know. Veteran technology journalist Alice LaPlante and technology consultant Rich Seidner explain the massive changes in technology, entertainment, and culture that are forcing this latest revolution, opening up a whole new market that extends beyond electronics-savvy teenage boys. Playing for Profit examines how digital interactivity will affect the future of the technology and entertainment businesses, demanding new rules, different players, and bigger profits. It takes an insightful look into the strategies and methods that are driving the digital entertainment and interactive gaming industries, dissecting the thinking behind such issues as product innovation, market domination, risk taking, attracting and nurturing visionary employees, and unparalleled customer service.

This engaging book outlines how the entire entertainment industry will be redefined and how the current business models found in radio, recorded music, television, and computer games will be affected. The authors explain how rapid and powerful changes in technology are already shaking up the status quo: In the music business, for example, Internet-savvy musicians are becoming Web-based recording labels, and traditional recording labels are beginning to irk radio conglomerates by broadcasting over the Internet, selling directly to consumers via e-commerce. You'll learn how the forces of evolution are creating new roles for all entertainment providers, especially the computer games industry, which is finally maturing as it reaches a new audience—girls and adult women—and makes a home in cyberspace.

This lively account of the fast-paced, high-risk world of interactive entertainment also includes:

  • Candid, compelling interviews with industry insiders.
  • Dramatic examples of how innovators in the entertainment business are breaking all the rules and ignoring traditional industry boundaries.
  • A behind-the-scenes look at groundbreaking digital entertainment start-ups.

Playing for Profit offers valuable lessons for managers in entertainment and technology companies and will dazzle the enthusiasts who follow the successes and failures of this remarkable industry.

An inside look at how emerging digital technologies are revolutionizing the entertainment business.

"LaPlante and Seidner are master storytellers of the events of the digital age."—Steve Fowler, Senior Vice President, The 3DO Company

"LaPlante and Seidner take us on a whirlwind tour of entertainment possibilities in the new millennium."—Bruce Leichtman, Director, Media & Entertainment Strategies, The Yankee Group

"A must read for anyone in, or interested in, the [digital entertainment] industry. Armed with this book, you can feel confident that you are prepared for the digital revolution!"—Ken Rutkowski, CEO Tech Talk Broadcasting, Inc.

"The authors deliver keen insights into the value of interactivity, including the technologies and fascinating people who are changing the way we are entertained, informed, and educated."—Gary H. Arlen, President, Arlen Communications, Inc.


Product Details

  • Hardcover: 287 pages
  • Publisher: Wiley; 1 edition (April 26, 1999)
  • Language: English
  • ISBN-10: 0471296147
  • ISBN-13: 978-0471296140
  • Product Dimensions: 9.1 x 6.1 x 0.9 inches
  • Shipping Weight: 1.3 pounds (View shipping rates and policies)
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Best Sellers Rank: #3,665,904 in Books (See Top 100 in Books)

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Average Customer Review
3.7 out of 5 stars (6 customer reviews)
 
 
 
 
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1 of 1 people found the following review helpful:
1.0 out of 5 stars Sad but interesting for history's sake, October 15, 2002
By 
David Bondi (Los Angeles, CA) - See all my reviews
This review is from: Playing for Profit: How Digital Entertainment is Making Big Business Out of Child's Play (Upside) (Hardcover)
A great example of how the hype and speculation of the late 1990's led to the bursting of the internet bubble. The book typifies the kind of thinking that got everyone into trouble: No real understanding of how technology works: No viable business model for profit; Hysterical optimism and conclusions without solid critical thinking. Anyone who had half a clue back then would have read this book and said "This is exactly what is wrong with digital entertainment today". Anyone who still believes what this book has to say is crying over his useless e-toys stock right now. Read it only if you want to better understand why things turned sour.
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1 of 1 people found the following review helpful:
5.0 out of 5 stars Truly terrific book! Educational AND entertaining both., May 18, 1999
By A Customer
This review is from: Playing for Profit: How Digital Entertainment is Making Big Business Out of Child's Play (Upside) (Hardcover)
As a professor of business administration for adult continuing education classes in Silicon Valley, I was delighted to discover this title. Whether you are a savvy businessperson wanting to know more about the possibilities of the Internet; a Web-savvy entrepreneur; or just interested in this whole Internet phenomena(and confused by all the jargon that's out there), this is a great read. I'll be using it in my graduate seminars next academic year. What's truly amazing is how Seidner and LaPlante managed to write a book that will be relevant for some years at a time when technology and business is changing at the speed of light. Highly recommended.
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1.0 out of 5 stars This book is only bla bla..., November 26, 2001
This review is from: Playing for Profit: How Digital Entertainment is Making Big Business Out of Child's Play (Upside) (Hardcover)
This book is only bla bla... it dosnt says anything beside history and future potentials about the entertainment technologies. Nothing usefull (at least for me).
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Inside This Book (learn more)
Key Phrases - Capitalized Phrases (CAPs): (learn more)
United States, New York, Time Warner, San Francisco, Imagine Radio, Universal Studios, Real Networks, David Bowie, Silicon Valley, Wild West, America Online, Howard Stern, Liquid Audio, Wall Street, David Kessel, Deer Hunter, Hong Kong, Ion Storm, Monster Home, Virtual Worlds, David Lawrence, Los Angeles, Mark Cuban, News Corp, Phil Hettema
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