Author: Dean Takahashi
Publisher: Lulu.com
ISBN: 9780977784219
Category : Games
Languages : en
Pages : 404
Book Description
"The Xbox 360 Uncloaked" is the result of more than a hundred interviews, many at the highest levels of Microsoft, as well as countless months of independent investigative reporting. With unprecedented access, San Jose Mercury News Technology and Gaming Writer Dean Takahashi goes beyond the official story to reveal a true insider's look at the creation of the XBox 360 and Microsoft's multi-billion dollar gamble to become a leading force in the global video game industry. Sony, Nintendo, Electronic Arts, the entire Microsoft Xbox 360 team, and the industry's most celebrated game developers -- all of the major players are included in this captivating book.
Opening the XBox
Author: Dean Takahashi
Publisher: Prima Lifestyles
ISBN:
Category : Business & Economics
Languages : en
Pages : 400
Book Description
Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?".
Publisher: Prima Lifestyles
ISBN:
Category : Business & Economics
Languages : en
Pages : 400
Book Description
Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?".
Bastard Culture!
Author: Mirko Tobias Schäfer
Publisher: Amsterdam University Press
ISBN: 9089642560
Category : Performing Arts
Languages : en
Pages : 251
Book Description
The computer and particularly the Internet have been represented as enabling technologies, turning consumers into users and users into producers. The unfolding online cultural production by users has been framed enthusiastically as participatory culture. But while many studies of user activities and the use of the Internet tend to romanticize emerging media practices, this book steps beyond the usual framework and analyzes user participation in the context of accompanying popular and scholarly discourse, as well as the material aspects of design, and their relation to the practices of design and appropriation.
Publisher: Amsterdam University Press
ISBN: 9089642560
Category : Performing Arts
Languages : en
Pages : 251
Book Description
The computer and particularly the Internet have been represented as enabling technologies, turning consumers into users and users into producers. The unfolding online cultural production by users has been framed enthusiastically as participatory culture. But while many studies of user activities and the use of the Internet tend to romanticize emerging media practices, this book steps beyond the usual framework and analyzes user participation in the context of accompanying popular and scholarly discourse, as well as the material aspects of design, and their relation to the practices of design and appropriation.
Real-World Media Ethics
Author: Philippe Perebinossoff
Publisher: Taylor & Francis
ISBN: 1136032657
Category : Language Arts & Disciplines
Languages : en
Pages : 352
Book Description
The Los Angeles Times recently reported that the word "integrity was the most looked up word on Merriam-Webster's online dictionary, suggesting that people are looking for guidance in a scandal-driven world. Issues of ethics and the media continue to dominate our awareness and present real challenges in our day-to-day work. This book shows the ethical decision-making process in action using tools of critical analysis and evaluation. Real-World Media Ethics is written in a friendly and approachable voice. It succeeds in offering an honest, frontline-aware and realistic sense of the ethical situations faced by entertainment and journalism professionals every day-in the real world. Most of the other books about media ethics focus mostly on journalism; this book, however, covers not just journalistic ethics but also ethics in the landscape of mass media, including public relations, the entertainment industry, and other forms of visual communication. The author includes numerous case studies about current headlines that readers will already be familiar with, providing realistic and engaging scenarios about when, how, and why ethics count.
Publisher: Taylor & Francis
ISBN: 1136032657
Category : Language Arts & Disciplines
Languages : en
Pages : 352
Book Description
The Los Angeles Times recently reported that the word "integrity was the most looked up word on Merriam-Webster's online dictionary, suggesting that people are looking for guidance in a scandal-driven world. Issues of ethics and the media continue to dominate our awareness and present real challenges in our day-to-day work. This book shows the ethical decision-making process in action using tools of critical analysis and evaluation. Real-World Media Ethics is written in a friendly and approachable voice. It succeeds in offering an honest, frontline-aware and realistic sense of the ethical situations faced by entertainment and journalism professionals every day-in the real world. Most of the other books about media ethics focus mostly on journalism; this book, however, covers not just journalistic ethics but also ethics in the landscape of mass media, including public relations, the entertainment industry, and other forms of visual communication. The author includes numerous case studies about current headlines that readers will already be familiar with, providing realistic and engaging scenarios about when, how, and why ethics count.
Debugging Game History
Author: Henry Lowood
Publisher: MIT Press
ISBN: 0262551101
Category : Games & Activities
Languages : en
Pages : 465
Book Description
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf
Publisher: MIT Press
ISBN: 0262551101
Category : Games & Activities
Languages : en
Pages : 465
Book Description
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf
Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Halo Effect
Author: Glenn Yeffeth
Publisher: BenBella Books, Inc.
ISBN: 1935251597
Category : Games & Activities
Languages : en
Pages : 212
Book Description
Halo Effect is an unauthorized collection of essays on the bestselling video game Halo. Examining the Halo phenomenon from every angle—from profiling the greatest Halo player who ever lived to providing a behind-the-scenes look at the making of the wildly popular, virtual-reality Halo movies—this guide is the ultimate companion for anyone who wants to truly understand this amazingly successful video game. With discussions on the role of religion and science in the game, this collection of essays also looks into the creation of and community reaction to the launch of the Halo series.
Publisher: BenBella Books, Inc.
ISBN: 1935251597
Category : Games & Activities
Languages : en
Pages : 212
Book Description
Halo Effect is an unauthorized collection of essays on the bestselling video game Halo. Examining the Halo phenomenon from every angle—from profiling the greatest Halo player who ever lived to providing a behind-the-scenes look at the making of the wildly popular, virtual-reality Halo movies—this guide is the ultimate companion for anyone who wants to truly understand this amazingly successful video game. With discussions on the role of religion and science in the game, this collection of essays also looks into the creation of and community reaction to the launch of the Halo series.
The Oxford Handbook of Internet Studies
Author: William H. Dutton
Publisher: Oxford University Press, USA
ISBN: 0199589070
Category : Business & Economics
Languages : en
Pages : 628
Book Description
The Handbook is a landmark in the dynamic and rapidly expanding field of Internet Studies, bringing together leading international scholars to strengthen research on how the Internet has been studied and the discipline's fundamental questions, and shape research, policy, and practice for the future.
Publisher: Oxford University Press, USA
ISBN: 0199589070
Category : Business & Economics
Languages : en
Pages : 628
Book Description
The Handbook is a landmark in the dynamic and rapidly expanding field of Internet Studies, bringing together leading international scholars to strengthen research on how the Internet has been studied and the discipline's fundamental questions, and shape research, policy, and practice for the future.
Gaming Matters
Author: Judd Ethan Ruggill
Publisher: University of Alabama Press
ISBN: 0817317376
Category : Games & Activities
Languages : en
Pages : 168
Book Description
In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.
Publisher: University of Alabama Press
ISBN: 0817317376
Category : Games & Activities
Languages : en
Pages : 168
Book Description
In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.