Author: Stephen Kline
Publisher: McGill-Queen's Press - MQUP
ISBN: 9780773525917
Category : Business & Economics
Languages : en
Pages : 388
Book Description
In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.
Cool Tech
Author: DK
Publisher: Penguin
ISBN: 0756688345
Category : Juvenile Nonfiction
Languages : en
Pages : 146
Book Description
Connected is a thrilling journey through the physical side of the virtual world. Everyone is familiar with the internet and will check their email without a second thought, but who knows how the messages get from one place to another and what processes the data goes through during the trip? Imagine yourself as a digital bit-the basic unit of information-and join the other billions of bits as they race through cyberspace. Trace their routes under seas, across continents, and through space, zooming through beaches, buildings, roads, and pipelines as information crosses the globe. Marvel at the technology that keeps you connected, from the ships installing lines deep in the ocean, to the robots locating wire breaks, the satellites beaming signals across the earth, the teams retrieving and splicing lines together, and the servers directing and feeding internet traffic around the world. The book also takes a look back at the history of the internet, exploring the people and inventions that led to its creation. In this section, you'll tour a virtual museum to see how the technology has progressed over the years, changing the lives of ordinary people everywhere.
Publisher: Penguin
ISBN: 0756688345
Category : Juvenile Nonfiction
Languages : en
Pages : 146
Book Description
Connected is a thrilling journey through the physical side of the virtual world. Everyone is familiar with the internet and will check their email without a second thought, but who knows how the messages get from one place to another and what processes the data goes through during the trip? Imagine yourself as a digital bit-the basic unit of information-and join the other billions of bits as they race through cyberspace. Trace their routes under seas, across continents, and through space, zooming through beaches, buildings, roads, and pipelines as information crosses the globe. Marvel at the technology that keeps you connected, from the ships installing lines deep in the ocean, to the robots locating wire breaks, the satellites beaming signals across the earth, the teams retrieving and splicing lines together, and the servers directing and feeding internet traffic around the world. The book also takes a look back at the history of the internet, exploring the people and inventions that led to its creation. In this section, you'll tour a virtual museum to see how the technology has progressed over the years, changing the lives of ordinary people everywhere.
The Ultimate Guide to Classic Game Consoles
Author: Kevin Baker
Publisher: eBookIt.com
ISBN: 1456617087
Category : Games & Activities
Languages : en
Pages : 236
Book Description
The ultimate guide to retro game consoles, an ideal reference for collectors and enthusiasts.. Write ups, specs and pictures of over 85 collectible consoles and variant models from 1972 to 2000. From the Magnavox Odyssey right through to the Sega Dreamcast. Including the history of the evolution of electronic gaming and advice on how to collect classic consoles. A comprehensive database of collectible consoles. Written by fellow collectors and enthusiasts.
Publisher: eBookIt.com
ISBN: 1456617087
Category : Games & Activities
Languages : en
Pages : 236
Book Description
The ultimate guide to retro game consoles, an ideal reference for collectors and enthusiasts.. Write ups, specs and pictures of over 85 collectible consoles and variant models from 1972 to 2000. From the Magnavox Odyssey right through to the Sega Dreamcast. Including the history of the evolution of electronic gaming and advice on how to collect classic consoles. A comprehensive database of collectible consoles. Written by fellow collectors and enthusiasts.
The Video Games Textbook
Author: Brian J. Wardyga
Publisher: CRC Press
ISBN: 1351172344
Category : Computers
Languages : en
Pages : 806
Book Description
The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market
Publisher: CRC Press
ISBN: 1351172344
Category : Computers
Languages : en
Pages : 806
Book Description
The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market
Fundamentals of Game Development
Author: Heather Chandler
Publisher: Jones & Bartlett Learning
ISBN: 0763778958
Category : Computers
Languages : en
Pages : 408
Book Description
What is a game? -- The game industry -- Roles on the team -- Teams -- Effective communication -- Game production overview -- Game concept -- Characters, setting, and story -- Game requirements -- Game plan -- Production cycle -- Voiceover and music -- Localization -- Testing and code releasing -- Marketing and public relations.
Publisher: Jones & Bartlett Learning
ISBN: 0763778958
Category : Computers
Languages : en
Pages : 408
Book Description
What is a game? -- The game industry -- Roles on the team -- Teams -- Effective communication -- Game production overview -- Game concept -- Characters, setting, and story -- Game requirements -- Game plan -- Production cycle -- Voiceover and music -- Localization -- Testing and code releasing -- Marketing and public relations.
Bill Gates
Author: Chris McNab
Publisher: Arcturus Publishing
ISBN: 1398846546
Category : Biography & Autobiography
Languages : en
Pages : 220
Book Description
From his unassuming beginnings as a curious young computer enthusiast to his meteoric rise as the co-founder of Microsoft and one of the wealthiest individuals in the world, Bill Gates's journey is a testament to the power of innovation, vision, and determination. Uncover the pivotal moments that shaped Gates's career, including the opportunities he seized as a young computer programmer, his co-founding of Microsoft at just 19, his successes in growing the business, and his dedication to philanthropy through to the Bill & Melinda Gates Foundation. Through meticulous research and captivating storytelling, this biography offers a comprehensive portrait of Bill Gates. It illuminates the principles and practices that guided his extraordinary success, providing invaluable lessons for entrepreneurs, business leaders, and anyone striving to make a positive impact in the world. ABOUT THE SERIES: The Arcturus Visionaries series brings together entertaining biographies of leading figures within business world and beyond, tracing their lives, decision-making and the key career moves that made them world-famous.
Publisher: Arcturus Publishing
ISBN: 1398846546
Category : Biography & Autobiography
Languages : en
Pages : 220
Book Description
From his unassuming beginnings as a curious young computer enthusiast to his meteoric rise as the co-founder of Microsoft and one of the wealthiest individuals in the world, Bill Gates's journey is a testament to the power of innovation, vision, and determination. Uncover the pivotal moments that shaped Gates's career, including the opportunities he seized as a young computer programmer, his co-founding of Microsoft at just 19, his successes in growing the business, and his dedication to philanthropy through to the Bill & Melinda Gates Foundation. Through meticulous research and captivating storytelling, this biography offers a comprehensive portrait of Bill Gates. It illuminates the principles and practices that guided his extraordinary success, providing invaluable lessons for entrepreneurs, business leaders, and anyone striving to make a positive impact in the world. ABOUT THE SERIES: The Arcturus Visionaries series brings together entertaining biographies of leading figures within business world and beyond, tracing their lives, decision-making and the key career moves that made them world-famous.
Video Games Around the World
Author: Mark J. P. Wolf
Publisher: MIT Press
ISBN: 0262328496
Category : Games & Activities
Languages : en
Pages : 715
Book Description
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Publisher: MIT Press
ISBN: 0262328496
Category : Games & Activities
Languages : en
Pages : 715
Book Description
Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Playing to Wiin
Author: Daniel Sloan
Publisher: John Wiley & Sons
ISBN: 0470826932
Category : Business & Economics
Languages : en
Pages : 265
Book Description
How Nintendo reclaimed its spot at the top of one of the world's most competitive industries Nintendo was once the dominant force in home video gaming--until Sony and Microsoft pummeled them with powerful new consoles. As those two giants battled each other for market share, Nintendo looked dead and buried. Then, true to its secretive, low-profile approach, Nintendo roared back into the market with its revolutionary Wii console and portable Nintendo DS system. Taking a completely different approach to gaming while embracing its creative roots, the company was back at the top of its game. But how did a struggling Japanese family company, with its origins in nineteenth-century playing cards, come to dominate a competitive, high-tech industry? Playing to Wiin details the key succession issue for Nintendo, the development of the DS and Wii consoles, and the creation of remarkable new gaming software. All these factors combined to drive Nintendo back to the top of the gaming world. Reveals the business strategy that led Nintendo back to the top of the gaming industry amidst fierce competition from bigger rivals An inspirational story of a stunning business turnaround and the hyper-creative minds behind it Written by an acclaimed financial and business journalist based in Tokyo Offering a fascinating inside look at a market-leading company once left for dead, Playing to Wiin is a must-read for executives and leaders interested in one of the greatest business turnarounds in history.
Publisher: John Wiley & Sons
ISBN: 0470826932
Category : Business & Economics
Languages : en
Pages : 265
Book Description
How Nintendo reclaimed its spot at the top of one of the world's most competitive industries Nintendo was once the dominant force in home video gaming--until Sony and Microsoft pummeled them with powerful new consoles. As those two giants battled each other for market share, Nintendo looked dead and buried. Then, true to its secretive, low-profile approach, Nintendo roared back into the market with its revolutionary Wii console and portable Nintendo DS system. Taking a completely different approach to gaming while embracing its creative roots, the company was back at the top of its game. But how did a struggling Japanese family company, with its origins in nineteenth-century playing cards, come to dominate a competitive, high-tech industry? Playing to Wiin details the key succession issue for Nintendo, the development of the DS and Wii consoles, and the creation of remarkable new gaming software. All these factors combined to drive Nintendo back to the top of the gaming world. Reveals the business strategy that led Nintendo back to the top of the gaming industry amidst fierce competition from bigger rivals An inspirational story of a stunning business turnaround and the hyper-creative minds behind it Written by an acclaimed financial and business journalist based in Tokyo Offering a fascinating inside look at a market-leading company once left for dead, Playing to Wiin is a must-read for executives and leaders interested in one of the greatest business turnarounds in history.
Marketing
Author: Paul Baines
Publisher: Oxford University Press
ISBN: 0192893467
Category : Marketing
Languages : en
Pages : 783
Book Description
How does Google support organizations in their transformation to digital marketing?How does the International Food Waste Coalition influence more sustainable behaviour?How did a producer of Thai herbal toothpaste amend their marketing mix to maintain sales during COVID-19?With insights from leading practitioners and exploration of the latest issues to affect consumers and businesses alike, Marketing answers these questions and more to provide students with the skills they need to successfully engage with marketing across all areas of society.Founded on rigorous research, this critical text presents a current, complete guide to marketing success and explores topical issues such as sustainability and digital transformation. Its broadest ever range of examples, Practitioner Insights and Market Insights also give readers a unique view intothe fascinating worlds of marketing professionals. Individuals from Arch Creative, Klarna, eDreams Odigeo and Watson Farley and Williams are just a few of the practitioners that join the authors to offer real-life insights and career advice to those starting out in the industry.Review and discussion questions conclude each chapter, prompting readers to examine the themes discussed in more detail, and encouraging them to engage critically with the theory. New critical thinking questions also accompany the links to seminal papers throughout each chapter, presenting theopportunity for students to take their learning further.An exciting development for this new edition, the enhanced e-book offers an even more flexible and engaging way to learn. It features a select range of embedded, digital resources designed to stimulate, assess, and consolidate learning, including practitioner videos to offer further glimpses intothe professional world, multiple-choice questions after each key section of the chapter to offer regular revison and understanding checkpoints, and a flashcard glossary at the end of each chapter to test retention of key terms and concepts.Marketing is the complete package for any introductory marketing module.This book is accompanied by the following online resources.For everyone:Bank of case studiesPractitioner insight videosCareer insight videosLibrary of video linksFor students:Key concept videosAuthor audio podcastsMultiple-choice questionsFlashcard glossaryInternet activitiesResearch insightsWeb linksFor lecturers:PowerPoint slidesTest bankEssay questionsTutorial activitiesDiscussion question pointersFigures and tables from the book
Publisher: Oxford University Press
ISBN: 0192893467
Category : Marketing
Languages : en
Pages : 783
Book Description
How does Google support organizations in their transformation to digital marketing?How does the International Food Waste Coalition influence more sustainable behaviour?How did a producer of Thai herbal toothpaste amend their marketing mix to maintain sales during COVID-19?With insights from leading practitioners and exploration of the latest issues to affect consumers and businesses alike, Marketing answers these questions and more to provide students with the skills they need to successfully engage with marketing across all areas of society.Founded on rigorous research, this critical text presents a current, complete guide to marketing success and explores topical issues such as sustainability and digital transformation. Its broadest ever range of examples, Practitioner Insights and Market Insights also give readers a unique view intothe fascinating worlds of marketing professionals. Individuals from Arch Creative, Klarna, eDreams Odigeo and Watson Farley and Williams are just a few of the practitioners that join the authors to offer real-life insights and career advice to those starting out in the industry.Review and discussion questions conclude each chapter, prompting readers to examine the themes discussed in more detail, and encouraging them to engage critically with the theory. New critical thinking questions also accompany the links to seminal papers throughout each chapter, presenting theopportunity for students to take their learning further.An exciting development for this new edition, the enhanced e-book offers an even more flexible and engaging way to learn. It features a select range of embedded, digital resources designed to stimulate, assess, and consolidate learning, including practitioner videos to offer further glimpses intothe professional world, multiple-choice questions after each key section of the chapter to offer regular revison and understanding checkpoints, and a flashcard glossary at the end of each chapter to test retention of key terms and concepts.Marketing is the complete package for any introductory marketing module.This book is accompanied by the following online resources.For everyone:Bank of case studiesPractitioner insight videosCareer insight videosLibrary of video linksFor students:Key concept videosAuthor audio podcastsMultiple-choice questionsFlashcard glossaryInternet activitiesResearch insightsWeb linksFor lecturers:PowerPoint slidesTest bankEssay questionsTutorial activitiesDiscussion question pointersFigures and tables from the book
Games of Empire
Author: Nick Dyer-Witheford
Publisher: U of Minnesota Press
ISBN: 1452942706
Category : Social Science
Languages : en
Pages : 425
Book Description
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
Publisher: U of Minnesota Press
ISBN: 1452942706
Category : Social Science
Languages : en
Pages : 425
Book Description
In the first decade of the twenty-first century, video games are an integral part of global media culture, rivaling Hollywood in revenue and influence. No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment. In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street. Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development. Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.