Console Wars

Console Wars
Author: Blake Harris
Publsiher: Atlantic Books Ltd
Total Pages: 300
Release: 2014-06-13
ISBN: 1782395288
Category: Computers
Language: EN, FR, DE, ES & NL

Console Wars Book Excerpt:

In 1990 Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about video games and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo. The battle was vicious, relentless and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan. Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

Fundamentals of Game Development

Fundamentals of Game Development
Author: Heather Maxwell Chandler,Rafael Chandler
Publsiher: Jones & Bartlett Learning
Total Pages: 381
Release: 2011-08-24
ISBN: 0763778958
Category: Computers
Language: EN, FR, DE, ES & NL

Fundamentals of Game Development Book Excerpt:

Written by veterans who are currently working in the game industry, Fundamentals of Game Development is unique because it provides the practical aspects of the processes involved in developing and completing game projects. Using examples and exercises, this book provides a hands-on approach that walks the reader through the entire process of developing a game from concept to completion. Ideal for introductory game development and game production courses the book covers history, game genre, design, story-telling, character creation, pre-production, code release, career descriptions, and more.

Digital Play

Digital Play
Author: Stephen Kline,Nick Dyer-Witheford,Greig De Peuter
Publsiher: McGill-Queen's Press - MQUP
Total Pages: 368
Release: 2003
ISBN: 9780773525917
Category: Technology & Engineering
Language: EN, FR, DE, ES & NL

Digital Play Book Excerpt:

A uniquely critical study of video gaming that blends perspectives from political economy, cultural studies, and communications theory.

The Ultimate Guide to Classic Game Consoles

The Ultimate Guide to Classic Game Consoles
Author: Kevin Baker
Publsiher: eBookIt.com
Total Pages: 299
Release: 2013-05-23
ISBN: 1456617087
Category: Games
Language: EN, FR, DE, ES & NL

The Ultimate Guide to Classic Game Consoles Book Excerpt:

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.

Video Games Around the World

Video Games Around the World
Author: Mark J. P. Wolf
Publsiher: MIT Press
Total Pages: 720
Release: 2015-05-01
ISBN: 0262527162
Category: Games & Activities
Language: EN, FR, DE, ES & NL

Video Games Around the World Book Excerpt:

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

The Video Games Textbook

The Video Games Textbook
Author: Brian J. Wardyga
Publsiher: CRC Press
Total Pages: 392
Release: 2018-08-06
ISBN: 1351172344
Category: Computers
Language: EN, FR, DE, ES & NL

The Video Games Textbook Book Excerpt:

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.

The Evolution and Social Impact of Video Game Economics

The Evolution and Social Impact of Video Game Economics
Author: Casey B. Hart
Publsiher: Lexington Books
Total Pages: 180
Release: 2017-07-13
ISBN: 1498543421
Category: Language Arts & Disciplines
Language: EN, FR, DE, ES & NL

The Evolution and Social Impact of Video Game Economics Book Excerpt:

Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.

Xbox Fan Book

Xbox Fan Book
Author: Mark H. Walker
Publsiher: "O'Reilly Media, Inc."
Total Pages: 114
Release: 2004
ISBN: 9780596008840
Category: Games & Activities
Language: EN, FR, DE, ES & NL

Xbox Fan Book Book Excerpt:

Explains how to optimize the Xbox, covering such topics as networking, enhancing graphics, accessories, and Xbox games.

Marketing

Marketing
Author: Paul Baines,Paolo Antonetti,Sara Rosengren
Publsiher: Oxford University Press
Total Pages: 784
Release: 2022-03-30
ISBN: 0192893467
Category: Electronic Book
Language: EN, FR, DE, ES & NL

Marketing Book Excerpt:

With insights from leading practitioners and exploration of the latest issues to affect consumers and businesses alike, Marketing provides the skills vital for successful engagement with marketing across all areas of society.

The Routledge Companion to the Contemporary Musical

The Routledge Companion to the Contemporary Musical
Author: Jessica Sternfeld,Elizabeth L. Wollman
Publsiher: Routledge
Total Pages: 486
Release: 2019-09-05
ISBN: 1134851855
Category: Music
Language: EN, FR, DE, ES & NL

The Routledge Companion to the Contemporary Musical Book Excerpt:

The Routledge Companion to the Contemporary Musical is dedicated to the musical’s evolving relationship to American culture in the late twentieth and early twenty-first centuries. In the past decade-and-a-half, international scholars from an ever-widening number of disciplines and specializations have been actively contributing to the interdisciplinary field of musical theater studies. Musicals have served not only to mirror the sociopolitical, economic, and cultural tenor of the times, but have helped shape and influence it, in America and across the globe: a genre that may seem, at first glance, light-hearted and escapist serves also as a bold commentary on society. Forty-four essays examine the contemporary musical as an ever-shifting product of an ever-changing culture. This volume sheds new light on the American musical as a thriving, contemporary performing arts genre, one that could have died out in the post-Tin Pan Alley era but instead has managed to remain culturally viable and influential, in part by newly embracing a series of complex contradictions. At present, the American musical is a live, localized, old-fashioned genre that has simultaneously developed into an increasingly globalized, tech-savvy, intensely mediated mass entertainment form. Similarly, as it has become increasingly international in its scope and appeal, the stage musical has also become more firmly rooted to Broadway—the idea, if not the place—and thus branded as a quintessentially American entertainment.

Communication Technology Update and Fundamentals

Communication Technology Update and Fundamentals
Author: August E. Grant,Jennifer H. Meadows
Publsiher: Taylor & Francis
Total Pages: 338
Release: 2018-06-13
ISBN: 1351334638
Category: Technology & Engineering
Language: EN, FR, DE, ES & NL

Communication Technology Update and Fundamentals Book Excerpt:

For three decades, Communication Technology Update and Fundamentals has set the standard as the single best resource for students and professionals looking to brush up on how communication technologies have developed, grown, and converged, as well as what’s in store for the future. The secret to the longevity is simple—every two years, the book is completely rewritten to ensure that it contains the latest developments in mass media, computers, consumer electronics, networking, and telephony. Plus, the book includes the Fundamentals: the first five chapters explain the communication technology ecosystem, the history, structure, and regulations. The chapters are written by experts who provide snapshots of the state of each individual field. Together, these updates provide a broad overview of these industries, as well as the role communication technologies play in our everyday lives. In addition to substantial updates to each chapter, the 16th edition includes: First-ever chapters on Virtual/Augmented Reality and eSports. Updated user data in every chapter. Overview of industry structure, including recent and proposed mergers and acquisitions Suggestions on how to get a job working with the technologies discussed. The companion website, www.tfi.com/ctu, offers updated information on the technologies covered in this text, as well as links to other resources.

Encyclopedia of Media and Communication

Encyclopedia of Media and Communication
Author: Marcel Danesi
Publsiher: University of Toronto Press
Total Pages: 738
Release: 2013
ISBN: 1442611693
Category: Language Arts & Disciplines
Language: EN, FR, DE, ES & NL

Encyclopedia of Media and Communication Book Excerpt:

The first comprehensive encyclopedia for the growing fields of media and communication studies, the Encyclopedia of Media and Communication is an essential resource for beginners and seasoned academics alike. Contributions from over fifty experts and practitioners provide an accessible introduction to these disciplines' most important concepts, figures, and schools of thought – from Jean Baudrillard to Tim Berners Lee, and podcasting to Peircean semiotics. Detailed and up-to-date, the Encyclopedia of Media and Communication synthesizes a wide array of works and perspectives on the making of meaning. The appendix includes timelines covering the whole historical record for each medium, from either antiquity or their inception to the present day. Each entry also features a bibliography linking readers to relevant resources for further reading. The most coherent treatment yet of these fields, the Encyclopedia of Media and Communication promises to be the standard reference text for the next generation of media and communication students and scholars.

The Book of Esports

The Book of Esports
Author: William Collis
Publsiher: Rosetta Books
Total Pages: 208
Release: 2020-08-04
ISBN: 1948122588
Category: Games & Activities
Language: EN, FR, DE, ES & NL

The Book of Esports Book Excerpt:

The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.

The Games Machines

The Games Machines
Author: Anonim
Publsiher: PediaPress
Total Pages: 135
Release: 2022
ISBN: 1928374650XXX
Category: Electronic Book
Language: EN, FR, DE, ES & NL

The Games Machines Book Excerpt:

Playing to Wiin

Playing to Wiin
Author: Daniel Sloan
Publsiher: John Wiley & Sons
Total Pages: 256
Release: 2011-02-15
ISBN: 0470826932
Category: Business & Economics
Language: EN, FR, DE, ES & NL

Playing to Wiin Book Excerpt:

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.

Game Dev Stories Volume 2

Game Dev Stories Volume 2
Author: David L. Craddock
Publsiher: CRC Press
Total Pages: 194
Release: 2021-09-09
ISBN: 1000433897
Category: Games & Activities
Language: EN, FR, DE, ES & NL

Game Dev Stories Volume 2 Book Excerpt:

Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

Games of Empire

Games of Empire
Author: Nick Dyer-Witheford,Greig de Peuter
Publsiher: U of Minnesota Press
Total Pages: 336
Release: 2013-11-30
ISBN: 1452942706
Category: Social Science
Language: EN, FR, DE, ES & NL

Games of Empire Book Excerpt:

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.

Re thinking Leisure in a Digital Age

Re thinking Leisure in a Digital Age
Author: Michael Silk,Brad Millington,Emma Rich,Anthony Bush
Publsiher: Routledge
Total Pages: 132
Release: 2020-05-06
ISBN: 0429833571
Category: Sports & Recreation
Language: EN, FR, DE, ES & NL

Re thinking Leisure in a Digital Age Book Excerpt:

Digital worlds and cultures—social media, web 2.0, youtube, wearable technologies, health and fitness apps—dominate, if not order, our everyday lives. We are no longer ‘just’ consumers or readers of digital culture but active producers through facebook, twitter, Instagram, youtube and other emerging technologies. This book is predicated on the assumption that out understanding of our everyday lives should be informed by what is taking place in and through emerging technologies given these (virtual) environments provide a crucial context where traditional, categorical assumptions about the body, identity and leisure may be contested. Far from being ‘virtual’, the body is constituted within and through emerging technologies in material ways. Recent ‘moral panics’ over the role of digital cultures in teen suicide, digital drinking games, an endless array of homoerotic images of young bodies being linked with steroid use, disordered eating and body dissatisfaction, facebook games/fundraising campaigns (e.g. for breast cancer), movements devoted to exposing ‘everyday sexism’ / metoo, twitter abuse (of feminists, of athletes, of racist nature to name but a few), speak to the need for critical engagement with digital cultures. While some of the earlier techno-utopian visions offered the promise of digitality to give rise to participatory, user generator collaborations, within this book we provide critical engagement with digital technologies and what this means for our understandings of leisure cultures. The chapters originally published in a special issue in Leisure Studies.

An Introduction to the Entertainment Industry

An Introduction to the Entertainment Industry
Author: Andi Stein,Beth Bingham Evans
Publsiher: Peter Lang
Total Pages: 311
Release: 2009
ISBN: 9781433103407
Category: Performing Arts
Language: EN, FR, DE, ES & NL

An Introduction to the Entertainment Industry Book Excerpt:

Whether it's a favorite television show, an artist at the top of the music charts, a best-selling book, or a hometown sports team, we love entertainment. It's big business and in this accessible introduction, Andi Stein and Beth Bingham Evans give readers a glimpse inside the industry, to better understand how each segment operates and the challenges and trends it faces. Each chapter addresses a different segment of the entertainment industry including: - Film - Television - Radio - Theatre - Music - Travel/Tourism - Sports The book is designed as an introductory text for entertainment courses and as an overview of the industry for those looking to pursue careers in the field of entertainment. A list of resources is provided at the end of each chapter.

Uncertainty Modeling In Knowledge Engineering And Decision Making Proceedings Of The 10th International Flins Conference

Uncertainty Modeling In Knowledge Engineering And Decision Making   Proceedings Of The 10th International Flins Conference
Author: Cengiz Kahraman,Faik Tunc Bozbura,Etienne E Kerre
Publsiher: World Scientific
Total Pages: 1372
Release: 2012-08-10
ISBN: 9814417750
Category: Computers
Language: EN, FR, DE, ES & NL

Uncertainty Modeling In Knowledge Engineering And Decision Making Proceedings Of The 10th International Flins Conference Book Excerpt:

FLINS, originally an acronym for Fuzzy Logic and Intelligent Technologies in Nuclear Science, is now extended to Computational Intelligence for applied research. The contributions to the 10th of FLINS conference cover state-of-the-art research, development, and technology for computational intelligence systems, both from the foundations and the applications points-of-view.