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|a 338.4779 SCHREIE
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| 100 |
1 |
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|a Schreier, Jason,
|e author
|1 https://id.oclc.org/worldcat/entity/E39PBJk4D6bmHpjHcwywcmM773
|0 http://id.loc.gov/authorities/names/n2017042089
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| 245 |
1 |
0 |
|a Play nice :
|b the rise, fall, and future of Blizzard Entertainment /
|c Jason Schreier.
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| 250 |
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|a First edition.
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| 264 |
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1 |
|a New York :
|b GCP,
|c 2024.
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| 300 |
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|a viii, 376 pages ;
|c 24 cm
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| 336 |
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|a text
|b txt
|2 rdacontent
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|a unmediated
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|a volume
|b nc
|2 rdacarrier
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| 504 |
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|a Includes bibliographical references (pages 361-368) and index.
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| 505 |
0 |
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|a Part one: Rise. Management by chaos -- Donut theory -- Click click click -- Warcraft goes purple -- Fugitives -- Resignations accepted -- A boys' club -- Nomad -- EverQuest, but better -- Consolidation -- "That kind of looked like me" -- Part two: Fall. Bobby -- Growing pains -- Baseball 2.0 -- The curse of success -- Redemption -- Card games -- Third place -- To the moon -- Cavalry's here -- Part three: Future. Incubation -- The NFL of video games -- Changing of the guard -- Cost reduction -- Reforged -- The Blizzard tax -- Reckoning -- Xbox -- A new era -- Nineteen hundred.
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| 520 |
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|a "For video game fans, the name Blizzard Entertainment was once synonymous with perfection. The renowned company behind classics like Diablo and World of Warcraft was known to celebrate the joy of gaming over all else. What was once two UCLA students' simple mission - to make games they wanted to play - launched an empire with thousands of employees, millions of fans, and billions of dollars. But when Blizzard cancelled a buzzy project in 2013, it gave Bobby Kotick, the infamous CEO of corporate parent Activision, the excuse he needed to start cracking down on Blizzard's proud autonomy. Led by executives from McKinsey and Procter & Gamble, Activision began invading Blizzard from the inside. Glitchy products, PR disasters, and mass layoffs followed, marring the company's once pristine image. Then, in 2021, a staggering sexual misconduct and discrimination lawsuit against the company triggered a widespread reckoning and a shocking $69 billion acquisition. Based on firsthand interviews with more than 300 current and former employees, PLAY NICE chronicles the creativity, frustration, beauty, and betrayal across the epic 33-year saga of Blizzard Entertainment."--
|c Provided by publisher.
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| 545 |
0 |
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|a Jason Schreier is the New York Times bestselling author of 'Press Reset and Blood, Sweat, and Pixels' and a reporter at Bloomberg News, where he covers the video game industry. lives in Westchester, New York with his wife and two children.
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| 610 |
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0 |
|a Blizzard Entertainment (Firm)
|0 http://id.loc.gov/authorities/names/n98060183
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| 650 |
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|a Video games industry.
|0 http://id.loc.gov/authorities/subjects/sh2006005259
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| 653 |
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|a VIDEO GAME INDUSTRY
|a SILICON VALLEY
|a BLIZZARD ENTERTAINMENT
|a PRIVATE EQUITY
|a CRUNCH CULTURE
|a ACTIVISION
|a DIABLO
|a INVESTIGATIVE JOURNALISM
|a WORLD OF WARCRAFT
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| 655 |
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7 |
|a Informational works.
|2 lcgft
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|a City of Spokane
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|e 338.4779 SCHREIE
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|m 37413322358229
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