tailieunhanh - THE DEFINITIVE GUIDE VIDEOGAME MARKETING AND PR
The success of the concert was clearly monumental – MTV donated millions of dollars’ worth of free airtime, and PSI was able to air PSAs across the globe that encouraged healthy behavior and empowerment. To many, Roberts and her team had opened the door for large-scale partnerships with alternative audiences for PSI; it was uncharted territory for the organization but proved to be successful in illuminating the YouthAIDS brand and PSI’s work. As YouthAIDS took off, it attracted donations from a wide variety of sources, large and small. This increased the legitimacy of YouthAIDS, gave the team. | Don t even think about getting involved with the industry without reading this first. - Chris Kramer Sr. Director of Communications Capcom USA THE DEFINITIVE GUIDE VIDEOGAME MARKETING AND PR Foreword by Trip Hawkins Founder of Electronic Arts 3DO and Digital Chocolate Top the Charts Make Headlines Earn Better Reviews SCOTT STEINBERG VIDEOGAME MARKETING AND PR Vol. 1 Playing to Win Written by Scott Sternberg VIDEOGAME MARKETING AND PR Vol. 1 Playing to Win VIDEOGAME MARKETING AND PR Vol. 1 Playing to Win All Rights Reserved 2007 by Power Play Publishing No part of this book may be reproduced or transmitted in any form or by any means - graphic electronic or mechanical - including photocopying recording taping or by any information storage retrieval system without the written permission of the publisher. VIDEOGAME MARKETING AND PR Vol. 1 Playing to Win MULTIMEDIA CONSULTANTS A MASTERWORX COMPANY FOR CONSULTING COPYWRITING MOCK REVIEWS AND MARKETING PR SUPPORT TO INSTANTLY REACH 22 000 GAME JOURNALISTS OR CUSTOM ONLINE PRESSROOMS VIDEOGAME MARKETING AND PR Vol. 1 Playing to Win FOREWORD In the game industry the talk is always technology technology technology. But an equally daunting and increasingly important task is the successful marketing and promotion of videogames. Consider that more than 300 incompatible game platforms have come to market in the last 30 years and yet you cannot name even 30 of them. And that there are over 2 000 new games created every year across all media but how many are hits After I founded Electronic Arts I had a clipping on my wall for several years from an article about the television industry s 10 most important lessons. Most of them applied to how I thought about games but my favorite was the last one And never forget All hits are flukes. If that is true how can we justify massive investments in new games And if it is not true how do we prove it To a large degree that is what this book is all .
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