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Customer competences and innovation capability : empirical investigation for the example of the German video games industry
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ISBN: 3736949162 9783736949164 9783954049165 Year: 2015 Publisher: Gottingen, [Germany] : Cuvillier Verlag,


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SIGGRAPH Asia 2015 R&D in the video game industry.
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ISBN: 1450339344 Year: 2015 Publisher: New York : ACM,


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Thinking about video games : interviews with the experts
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ISBN: 9780253017154 9780253017185 0253017181 0253017157 9780253017109 0253017106 Year: 2015 Publisher: Bloomington : Indiana University Press,

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Abstract

The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.

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