Listing 1 - 8 of 8 |
Sort by
|
Choose an application
Choose an application
Choose an application
Choose an application
Dieses Buch stellt eine Einführung in die PR für Games dar. Es dient der Hilfestellung bei der Entwicklung und Umsetzung einer Kommunikationskampagne eines deutschen Computer- oder Videospiels oder einer Lokalisierung für den deutschen Markt. Es zeigt die Besonderheiten der Games-Branche auf und deckt damit einen bisher kaum beachteten Bereich der Öffentlichkeitsarbeit ab. Nach einer Einführung in den Themenbereich wirft die Autorin einen Blick auf die Beschaffenheit der Computerspiel-Branche. Dabei wird der spezielle Marktaufbau erläutert und der deutsche Markt international eingeordnet. An d
Computer games --- Public relations. --- Video games industry. --- Programming.
Choose an application
"A mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the videogame industry--in development as a feature film from Sony PicturesIn 1990, Nintendo had a virtual monopoly on the videogame industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But all that would change with the arrival of Tom Kalinske, a former Mattel executive who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat, and bold ideas of his renegade employees, completely transformed Sega and led to a ruthless, David-and-Goliath showdown with Nintendo. Little did he realize that Sega's success would create many new enemies and, most important, make Nintendo stronger than ever. 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 school yards 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 United States against Japan. Based on more than two hundred interviews with former Sega and Nintendo employees, Console Wars is the tale of how Tom Kalinske miraculously turned an industry punch line into a market leader. Blake J. Harris brings into focus the warriors, the strategies, and the battles and explores how they transformed popular culture forever. Ultimately, Console Wars is 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, give birth to a sixty-billion-dollar industry"-- "In the tradition of The Accidental Billionaires and Moneyball, a behind-the-scenes business thriller about how the small, scrappy Sega, led by one unlikely visionary, took on the juggernaut Nintendo and changed the face of entertainment"--
SEGA Entāpuraizesu. --- Nintendō Kabushiki Kaisha. --- Video games industry --- Electronic games industry --- Video games --- History
Choose an application
Computer. Automation --- Sociology of culture --- Jeux vidéo --- Video games industry --- Industries --- Histoire --- History. --- #SBIB:309H17 --- Computer- en videogames --- Histoire. --- Jeux vidéo
Choose an application
Fun for All: Translation and Accessibility Practices in Video Games / Minako O'Hagan -- Conventions used in the book -- Section I Game accessibility -- From Game Accessibility to Universally Accessible Games / Dimitris Grammenos -- Translating Fun for All: Promoting Accessibility in Video Games / Alberto Fernandez Costales -- Accessible Games and Education: Accessibility Experiences with e-Adventure / Baltasar Fernandez-Manjon -- How to Make Universally Accessible Video Games / Javier Mairena -- Section II Game translation -- Divided by Language, United by Gameplay: An Example of Ludological Game Localization / Ornella Lepre -- Translation Strategies and Video Game Translation A Case Study of Beyond Good and Evil / Annelies Van Oers -- Translating the Onscreen Text Blindfolded: Possibilities and Impossibilities / Gianna Tarquini -- Video Games and Fan Translations: A Case Study of Chrono Trigger / Rafael Muller Galhardi. Contents note continued: Terminology Management in Video Games Localisation / Xiaochun Zhang -- Games, Localization and Diaspora / Stephen Mandiberg -- Video Game Localization Training on Offer in Spanish Universities at an Undergraduate Level / Eugenia Arres -- New Challenges in Interactive Media Localization Projects / Victor Alonso Lion -- Beyond Localization: An Overview of Game Culturalization / Kate Edwards. The different contributions in this pioneering volume address the emerging fields of Game Accessibility and Game Localization from different angles, providing insightful information about these relatively unexplored academic areas with such close tights to the industry.
Multimedia systems --- Audio-visual equipment --- Translating and interpreting --- Computer games --- Video games --- Video games industry --- Vertaalwetenschap. --- Videospellen --- Softwarelocalisatie. --- Research. --- Technological innovations. --- Programming. --- Design. --- Vertalen.
Choose an application
The number of publications dealing with video game studies has exploded over the course of the last decade, but the field has not yet produced a comprehensive reference work. The Routledge Companion to Video Game Studies, by well-known video game scholars Mark Wolf and Bernard Perron, aims to address the on-going theoretical and methodological development of game studies, providing students, scholars, and game designers with a definitive look at contemporary video game studies. Features include: -comprehensive and interdisciplinary models and approaches for analyzing video games; -new perspectives on video games both as art form and cultural phenomenon; -explorations of technical and creative dimensions of video games; -accounts of the economical, political, social, and cultural dynamics of video games.
Jeux vidéo --- Réalité virtuelle. --- Video games. --- Video games industry --- Thèmes, motifs. --- Aspect psychologique. --- Aspect social. --- Aspect économique. --- Industrie et commerce. --- Social aspects. --- Jeux vidéo --- Réalité virtuelle. --- Thèmes, motifs. --- Aspect économique.
Listing 1 - 8 of 8 |
Sort by
|