Nos bastidores da Nintendo: O jeito Wii de reinventar negócios e transformar clientes em fãs

Referências

ASHCRAFT, Brian; SNOW, Jean. Arcade mania: the turbo-charged

world of Japan’s gam e centers. Toky o: Kodansha International, Inc.,

2008.

BECK, John C.; WADE, Mitchell. The kids are alright: how the gam er

generation is changing the Wwrkplace. Boston: Harvard Business

Press, 2006.

BENDER, Jonathon. LEGO: a love story. New York: Wiley, 2010.

BISSELL, Tom . Extra lives: why video gam es m atter. New York:

Pantheon Books, 2010.

BURNHAM, Van. Supercade: a visual history of the video gam e era,

1971

1984. Cam bridge, MA: MIT Press, 2001.

BLOOM, Steve. Video invaders. New York: Arco, 1982.

CHRISTENSEN, Clay ton M. The innovator’s dilemma: the

revolutionary book that will change the way y ou do business. New

York: Harper Paperbacks, 2003. [O dilema da inovação. São Paulo:

Makron Books, 2001.]

COHEN, Scott. Zap: the rise and fall of Atari. New York: McGraw-

Hill Com pany, 1984.

COMPTON, Shanna. (ed.). Gamers: writers, artists & program m ers

on the pleasure of pixels. Brookly n, NY: Soft Skull Press, 2004.

DEAR, William . The dungeon master. New York: Houghton Miffl in,

1984.

DEMARIA, Rusel; WILSON, Johnny L. High score! The illustrated

history of video gam es. New York: Osborne/McGraw-Hill, 2002.

DETWEILER, Craig. (ed.). Halos and avatars: play ing video gam es

with God. Louisville, KY: Westm inster John Knox Press, 2010.

DONOVAN, Tristan. Replay: the history of video gam es. London:

Yellow Ant Media, 2010.

FRIEDMAN, Thom as L. The world is flat 2.0: a brief history of the

twenty first century. New York: Farrar, Straus and Giroux, 2006. [O

mundo é plano: um a breve história do século XXI. Rio de Janeiro:

Obj etiva, 2005.]

GILSDORF, Ethan. Fantasy freaks and gaming geeks: an epic quest

for reality am ong role play ers, online gam ers, and other dwellers of

im aginary realm s. Guilford, CT: Ly ons Press, 2009.

GRANN, David. The lost city of Z: a tale of deadly obsession in the

Am azon. New York: Doubleday, 2009. [Z, a cidade perdida: a

obsessão m ortal do coronel Fawcett em busca do Eldorado brasileiro.

São Paulo: Com panhia das Letras, 2009.]

HALBERSTAM, David. The reckoning. New York: Morrow, 1986.

HEATH, Chip; HEATH, Dan. Made to stick: why som e ideas survive

and others die. New York: Random House, 2007.

HERZ, J. C. Joystick nation: how videogam es ate our quarters, won

our hearts, and rewired our m inds. Boston: Little, Brown, 1997.

INOUE, Osam e. Nintendo magic: winning the video gam e wars.

Toky o: Vertical, 2010.

JOHNSON, Steven. Everything bad Is good for you: how today ’s

popular culture is actually m aking us sm arter. New York: Riverhead

Books, 2005. [Surpreendente: a televisão e o videogam e nos tornam

m ais inteligentes. Rio de Janeiro: Cam pus, 2005.]

JUUL, Jesper. A casual revolution: reinventing video gam es and their

play ers. Cam bridge, MA: MIT Press, 2010.

KENT, Steven. The ultimate history of video games: from Pong to

Pokém on. New York: Three Rivers Press, 2001.

KIM, Chan W.; MAUBORGNE, Reneé. Blue ocean strategy: how to

create uncontested m arket space and m ake the com petition

irrelevant. Boston: Harvard Business Press, 2005. [A estratégia do

oceano azul: com o criar novos m ercados e tornar a concorrência

irrelevante. Rio de Janeiro: Elsevier Cam pus, 2005.]

KOHLER, Chris. Power-up: how Japanese video gam es gave the

world an extra life. New York: Brady Gam es, 2004.

KIDDER, Tracy. The soul of a new machine. Boston: Little, Brown,

1981. [A alma da nova máquina. São Paulo: Melhoram entos. Rio de

Janeiro: DIGIBRÁS, 1982.]

KING, Brad; BORLAND, John. Dungeons and dreamers: the rise of

com puter gam e culture from geek to chic. New York: McGraw-Hill,

2005.

KUSHNER, David. Masters of doom: how two guy s created an

em pire and transform ed pop culture. New York: Random House,

2003.

KLEIN, Naom i. No logo. New York: Picador, 2000. [Sem logo: a

tirania das m arcas em um planeta vendido. Rio de Janeiro: Record,

2006.]

LEGUIZAMO, John. Pimps, Ho, Playa Hatas, and all the rest of my

Hollywood friends. New York: Ecco/Harper Collins, 2006.

LEWIS, Michael. Pacific rift: why Am ericans and Japanese don’t

understand each other. New York: W.W. Norton Press, 1993.

LOFTUS, Geoffrey R.; LOFTUS, Elizabeth F. Mind at play: the

psy chology of video gam es. New York: Basic Books, 1983.

MEZRICH, Ben. The accidental billionaires: the founding of

Facebook, a tale of sex, m oney, genius, and betray al. New York:

Doubleday, 2009. [Bilionários por acaso: a criação do Facebook, um a

história de sexo, dinheiro, genialidade e traição. Rio de Janeiro:

Intrínseca, 2010.]

MILLER, G. Way ne. Toy wars: the epic struggle between G.I. Joe,

Barbie, and the com panies that m ake them. New York: Tim es House,

1998.

OPPENHEIMER, Jerry. Toy monster: the big bad world of Mattel.

New York: Wiley, 2009.

POOLE, David. Trigger happy: videogam es and the entertainm ent

revolution. New York: Arcade Publishing. 2000.

SHEFF, David. Game over: how Nintendo zapped an Am erican

industry, captured y our dollars, and enslaved y our children. New

York: Random House, 1993. [Os mestres do jogo. São Paulo: Círculo

do Livro, 1993. (Best Seller).

STROSS, Randall. Planet Google: one com pany ’s audacious plan to

organize every thing we know. New York: Free Press, 2008.

SULLIVAN, George. Screen play: the story of video gam es. New

York: Frederick Warne, 1983. TAKAHASI, Dean. Opening the Xbox

inside Microsoft’s plans to unleash an entertainment revolution.

Roseville, CA: Prim a Publishing, 2002.