
Dive into gaming's business evolution with "One Up" - the industry bible praised by Tencent's Ben Feder as "required reading." Van Dreunen reveals how three transformative eras reshaped entertainment, making this the essential playbook for understanding why games now dominate modern media.
Joost van Dreunen is the author of One Up: Creativity, Competition, and the Global Business of Video Games and a leading authority on the intersection of gaming, business, and technology.
A Columbia University PhD and adjunct professor at NYU Stern School of Business, van Dreunen leverages over two decades of industry experience, including co-founding and leading market research firm SuperData Research (acquired by Nielsen in 2018).
His book blends empirical analysis with case studies of giants like Epic Games and Tencent, exploring how creativity and strategy shaped the $200 billion gaming industry. Van Dreunen amplifies his expertise through SuperJoost Playlist, a weekly newsletter dissecting trends in gaming and entertainment, and advises funds and startups via his consultancy and investment roles.
Praised by Wedbush Securities’ Michael Pachter as “a must-read for anyone interested in the games business,” One Up has become essential reading for investors and executives navigating the evolving digital entertainment landscape.
One Up analyzes how the $200B video game industry evolved from niche hobby to mainstream entertainment. Joost van Dreunen combines 30+ years of industry data and case studies (Activision Blizzard, Epic Games, Tencent) to show how creativity in business strategy—like digital distribution and free-to-play models—matches the innovation seen in game design.
Investors, game developers, and business strategists in tech or entertainment will benefit most. The book offers actionable insights for navigating trends like live streaming and esports, making it valuable for professionals seeking growth opportunities in interactive media.
Yes—it’s a data-driven guide praised for explaining inflection points in gaming history, from mobile gaming’s rise to platform wars. Reviewers highlight its relevance for understanding tech’s broader business landscape, calling it “required reading” for industry professionals.
The book examines 200+ companies, with detailed analyses of Fortnite’s live-service model, Minecraft’s acquisition by Microsoft, and Pokémon GO’s AR success. Other cases explore Tencent’s global expansion and Valve’s Steam platform dominance.
Van Dreunen argues free-to-play titles like League of Legends thrive by prioritizing player retention over upfront sales. The model leverages microtransactions and seasonal updates, creating recurring revenue streams that outpace traditional game sales.
The book emphasizes “bundling/unbundling” strategies—e.g., Xbox Game Pass reinventing content distribution. It also analyzes how companies balance creative risk (e.g., indie innovations) with scalable monetization (e.g., battle passes).
Van Dreunen shows how conventional approaches fail in gaming’s fast-paced market. For example, he contrasts Nintendo’s hardware-centric model with Epic Games’ cross-platform ecosystem, demonstrating adaptability’s role in survival.
The author uses 30+ years of sales, player engagement, and market share data to debunk myths. For instance, he quantifies mobile gaming’s 52% revenue share to explain its dominance over console/PC segments.
Unlike anecdotal accounts, One Up offers an empirical, MBA-level analysis of business models. It complements Adrian Hon’s A New History of the Future in 100 Objects by focusing on economic drivers over cultural impact.
Some readers note its dense data may overwhelm casual gamers, and it underrepresents indie studios compared to corporate giants. However, these choices reflect its focus on scalable business strategies.
Van Dreunen predicts cloud services like Xbox Cloud Gaming will disrupt ownership models, prioritizing access over hardware. He parallels this shift to Netflix’s impact on media consumption, stressing latency and licensing hurdles.
As NYU Stern professor and ex-CEO of SuperData Research (acquired by Nielsen), van Dreunen combines academic rigor with 20+ years of industry experience advising firms like Tencent and Makers Fund.
The book’s insights on user retention (via live services) and platform ecosystems (like Steam) are relevant to app developers, streaming services, and metaverse projects seeking engagement in saturated markets.
Van Dreunen argues creativity isn’t just game design—it’s reimagining monetization (e.g., Fortnite’s cosmetics), distribution (Apple’s App Store), and community-building (Twitch integrations). Case studies show blending these elements drives longevity.
Feel the book through the author's voice
Turn knowledge into engaging, example-rich insights
Capture key ideas in a flash for fast learning
Enjoy the book in a fun and engaging way
Financial limitations should be viewed as design challenges.
Games aren't born in economic vacuums.
Gaming has transitioned from the fringes to become mainstream entertainment.
Success in modern gaming requires mastering both creative excellence and business sophistication.
The economics of the games business remains poorly understood.
Break down key ideas from One Up into bite-sized takeaways to understand how innovative teams create, collaborate, and grow.
Distill One Up into rapid-fire memory cues that highlight key principles of candor, teamwork, and creative resilience.

Experience One Up through vivid storytelling that turns innovation lessons into moments you'll remember and apply.
Ask anything, pick the voice, and co-create insights that truly resonate with you.

From Columbia University alumni built in San Francisco
"Instead of endless scrolling, I just hit play on BeFreed. It saves me so much time."
"I never knew where to start with nonfiction—BeFreed’s book lists turned into podcasts gave me a clear path."
"Perfect balance between learning and entertainment. Finished ‘Thinking, Fast and Slow’ on my commute this week."
"Crazy how much I learned while walking the dog. BeFreed = small habits → big gains."
"Reading used to feel like a chore. Now it’s just part of my lifestyle."
"Feels effortless compared to reading. I’ve finished 6 books this month already."
"BeFreed turned my guilty doomscrolling into something that feels productive and inspiring."
"BeFreed turned my commute into learning time. 20-min podcasts are perfect for finishing books I never had time for."
"BeFreed replaced my podcast queue. Imagine Spotify for books — that’s it. 🙌"
"It is great for me to learn something from the book without reading it."
"The themed book list podcasts help me connect ideas across authors—like a guided audio journey."
"Makes me feel smarter every time before going to work"
From Columbia University alumni built in San Francisco

Get the One Up summary as a free PDF or EPUB. Print it or read offline anytime.
In 2018, something strange happened on daytime television. Tyler "Ninja" Blevins, a 27-year-old professional gamer with electric blue hair, sat across from Ellen DeGeneres explaining how he'd just played Fortnite with Drake in front of 600,000 live viewers-and made millions doing it. Ellen looked genuinely confused. "So people watch you play video games?" she asked, her tone suggesting she'd just discovered a new species. Traditional media executives shared her bewilderment, but Ninja's appearance marked something profound: gaming had evolved from basement hobby to cultural juggernaut, generating more revenue than Hollywood and music combined. Yet despite this meteoric rise, the business machinery powering this transformation remains remarkably misunderstood-even by many inside the industry itself. Gaming suffers from a peculiar blind spot. Wall Street analysts dismiss it as kids' stuff. Meanwhile, industry insiders often romanticize creative purity, resisting business analysis as if profit and artistry can't coexist. This mutual misunderstanding has left even billion-dollar investors surprisingly ignorant about how gaming actually works. Consider the carefully crafted myth of the lone genius developer-a narrative deliberately manufactured by Trip Hawkins at Electronic Arts in the 1980s through his "Can a Computer Make You Cry?" campaign. By positioning game designers as auteurs like film directors, EA created compelling marketing. But this story obscures a messier reality: even celebrated indie creators rely heavily on publishing deals, marketing expertise, and financial backing. Super Mario didn't emerge purely from Shigeru Miyamoto's imagination-it resulted from navigating technological constraints, market timing, and Nintendo's strategic business decisions. Companies like Valve, Supercell, and Nintendo succeeded through sophisticated platform control, data-driven design, and innovative distribution as much as creative brilliance. The industry's self-imposed divide between "creative" and "business" people has become counterproductive. Financial limitations aren't creativity's enemy-they're design challenges, like screen size or processing power.