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"As video games evolve, only the fittest companies survive. In volume 1 of The Ultimate History of Video Games, [Steven L. Kent] chronicled the industry's first thirty years. In volume 2, he narrates gaming's entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the '90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all-even if Microsoft had to burn a few billion dollars to do it. [This volume] explores the origins of modern consoles and of the franchises-from Grand Theft Auto and Halo to Call of Duty and Guitar Hero-that would define gaming in the new millennium"--
Video games --- Video games industry --- History --- History
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"Ten years ago, Superbrothers: Sword & Sworcery was released at the forefront of an exciting era of "indie games" - with the aesthetic of punk rock and the edge of modernist fiction, indie games pushed gaming into the realm of the avant-garde. Superbrothers (Craig D. Adams) was hailed as a visionary in the video game world. Now, his long-awaited followup, Jett: The Far Shore, has been released for Sony Playstation and Epic Games Store. In the decade from inception to launch, Adams brought author Adam Hammond along for the ride, allowing unprecedented insight into the complicated genesis of Jett. The Far Shore offers a portrait of the enigmatic Adams and his team, the genius and artistry, the successes and setbacks, that went into building the world of Jett, in which you're tasked with scouting a new home for a humanoid people after they've decimated their planet. To provide context, Hammond recounts the history of indie games and how their trajectory has followed that of independent art and literature. A riveting insider's look at one of our most popular art forms."--
Adams, C. D. --- Superbrothers (Firm) --- Video games. --- Video games industry. --- JETT: the far shore (Video game) --- Video games --- Video games industry --- Indie culture --- Authorship --- Design
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"Satoru Iwata was the global president and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world's best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the "Iwata Asks" series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development, and design philosophies of one of the most beloved figures in gaming history."--
Iwata, Satoru. --- Nintendō Kabushiki Kaisha. --- Nintendo video games --- Video games industry --- Leadership
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"Cooperative Gaming provides context and practical advice regarding diversity in the games industry. It begins with a deep dive into research literature and the history of diversity in the games industry to provide context around what diversity is and why it is a topic worth considering. It looks at the different facets of diversity and games"--
Computer games industry --- Video games industry --- Diversity in the workplace. --- Social aspects.
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Looks at the of life of Satoshi Tajiri, the creator of Pokémon. In this title, readers will learn about the designer of Pokémon, Satoshi Tajiri. Follow the story of Tajiri as he founds Game Freak magazine which turned into Game Freak video-game development company and the creation of the Pokémon video games, trading cards, television series, and Pokémon Go!
Video game designers --- Inventors --- Pokémon (Game) --- Video games industry --- Video games industry. --- Inventors. --- Jeux vidéo --- Inventeurs --- Pokémon (Jeu) --- Développeurs de jeux vidéo --- Industrie --- Tajiri, Satoshi, --- Game Freak (Firm) --- Japan.
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Video games industry. --- Video games --- Video game industry --- Electronic games industry --- Design. --- Social aspects. --- Computer games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Design
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"With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games"--
Video games industry --- Computer games --- Fantasy games --- Fantasy gamers. --- Video gamers. --- Communication of technical information --- Joueurs de jeux vidéo --- History. --- Social aspects. --- Social aspects. --- History.
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Video games have entered the cultural mainstream and in terms of economic profits they now rival established entertainment industries such as film or television. As careers in video game development become more common, so do the stories about precarious working conditions and structural inequalities within the industry. Yet, scholars have largely overlooked video game production cultures in favor of studying games themselves and player audiences. In Game Production Studies, an international group of established and emerging researchers takes a closer look at the everyday realities of video game production, ranging from commercial industries to independent creators and cultural intermediaries. Across sixteen chapters, the authors deal with issues related to labour, game development, monetization and publishing, as well as local specificities. As the first edited collection dedicated solely to video game production, this volume provides a timely resource for anyone interested in how games are made and at what costs.
video games, production studies, game industry. --- Computer games industry. --- Computer games --- Video games industry. --- Video games --- Design. --- Video game industry --- Electronic games industry --- Computer game industry --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Design
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When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women's gaming are more actively enforced. Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality.
Women video gamers. --- Sex role. --- Video games --- Video games industry --- Social aspects. --- Active audience theory. --- Agency. --- Analog games. --- Casual games. --- Casual gaming. --- Casualized era. --- Community management. --- Coping mechanisms. --- Core games. --- Core gaming. --- Counter-hegemony. --- Crisis of authority. --- Critical discourse analysis. --- Female gamers. --- Feminism. --- Feminist Media Studies. --- Game development. --- Game studies. --- Gamer stereotypes. --- Games studies. --- Gender. --- Hegemony. --- Identity. --- Ideology. --- Imagined communities. --- In-depth interviews. --- Industry. --- Inferential sexism. --- Interpretive communities. --- Longitudinal interviews. --- Online harassment. --- Overt sexism. --- Player lifecycle. --- Popular culture. --- Press analysis. --- Video games.
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With seven specific chapters, this book tries to provide a first answer to the most important legal questions that might arise in the lifecycle of a video-game company. These insights are intended to be applicable irrespective of your jurisdiction, illustrated by real-life situations and easy to read for individuals without a legal background.
gegevensbescherming --- digitalisering --- beslechting van geschillen --- riżoluzzjoni ta' tilwimiet --- διευθέτηση των διαφορών --- domstarpību izšķiršana --- решавање спорова --- riitojen ratkaiseminen --- regulowanie sporów --- composizione delle controversie --- settlement of disputes --- zgjidhje e mosmarrëveshjeve --- solución de conflictos --- ginčų sprendimas --- Beilegung der Streitigkeiten --- vaidluste lahendamine --- řešení sporů --- bilæggelse af tvister --- reševanje sporov --- vitarendezés --- urovnávanie sporov --- règlement des différends --- решавање спорови --- soluționarea conflictelor --- rješavanje sporova --- tvistlösning --- уреждане на спорове --- resolução de diferendos --- διευθέτηση διενέξεων --- dispute settlement --- уреждане на конфликти --- arreglo de controversias --- konflikta atrisināšana --- soluzione dei conflitti --- mirovna pogajanja --- negocieri de pace --- reglementarea conflictelor --- mírová jednání --- selkkausten ratkaiseminen --- conflict resolution --- résolution des conflits --- resolução de conflitos --- konfliktlösning --- решавање спорови по вонсудски пат --- мировни преговори --- risoluzione delle controversie --- мирни преговори --- reševanje konfliktov --- mirovni pregovori --- vredesonderhandeling --- konfliktide lahendamine --- rešitev sporov --- konfliktbilæggelse --- fredsförhandlingar --- rozstrzyganie sporów --- miera sarunas --- tvistbilæggelse --- riżoluzzjoni ta' kunflitti --- mírové řešení sporů --- peace negotiations --- risoluzione dei conflitti --- resolución de litigios --- urovnávanie konfliktov --- Lösung der Konflikte --- разрешаване на конфликти --- решавање спорови по судски пат --- mírové urovnání sporů --- rahuläbirääkimised --- reglementarea diferendelor --- conflict settlement --- urovnání sporů --- negocjacje pokojowe --- решавање конфликти --- oplossing van conflicten --- mierové rokovania --- Friedensverhandlung --- negoziato di pace --- Beilegung der Konflikte --- rauhanneuvottelut --- konfliktusrendezés --- konfliktuskezelés --- konflikta izlīdzināšana --- béketárgyalások --- negozjati ta' paċi --- negociação de paz --- negociación de paz --- erimielisyyksien ratkaiseminen --- konfliktų sprendimas --- règlement des conflits --- taikos derybos --- επίλυση διαμάχης --- riešenie konfliktov --- ειρηνευτικές διαπραγματεύσεις --- zgjidhje e mosmarrëveshjes --- negociata për paqe --- fredsforhandling --- rozwiązywanie konfliktów --- zgjidhje e konfliktit --- négociation de paix --- digitalização --- digitiú --- digitalisointi --- дигитализација --- numérisation --- skaitmeninimas --- digitaliziranje --- ciparošana --- digitalizácia --- digitalizace dokumentů --- digitalizacja --- diġitalizzazzjoni --- дигитализация --- numerizzazione --- digitalizare --- digitisation --- ψηφιοποίηση --- digjitalizim --- Digitalisierung --- digitalización --- digitalizálás --- digiteerimine --- digitalizacija --- skaitmeninis keitimas --- digitalisation --- numerizzazzjoni --- digitalizzazione --- transformace dat --- digitalizace dat --- zaštita podataka --- tietosuoja --- ochrana údajov --- databeskyttelse --- protecția datelor --- adatvédelem --- përpunim i të dhënave --- Datenschutz --- varstvo podatkov --- protección de datos --- protection des données --- cosaint sonraí --- proteção dos dados --- uppgiftsskydd --- duomenų apsauga --- andmekaitse --- ochrona danych --- datu aizsardzība --- προστασία δεδομένων --- ochrana údajů --- защита на информация --- protezzjoni tad-data --- заштита на податоци --- data protection --- заштита података --- protezione dei dati --- Datensicherung --- varnost podatkov --- andmeturve --- ασφάλεια των δεδομένων --- zajištění dat --- dataskydd --- ochrana dat --- databeveiliging --- segurança de dados --- slándáil sonraí --- bezpečnost dat --- безбедност на податоци --- Datensicherheit --- data security --- datu drošība --- gegevensbeveiliging --- aineistoturvallisuus --- sigurnost podataka --- protecção dos dados --- sigurtà tad-data --- сигурност података --- datos protegidos --- sicurezza dei dati --- tietoturva --- zabezpečení údajů --- сигурност на данните --- sécurité des données --- bezpečnosť osobných údajov --- заштита на лични податоци --- bezpieczeństwo danych --- beveiliging van gegevens --- adatbiztonság --- zaštita informacija --- ochrana informací --- duomenų saugumas --- zabezpečení dat --- protezione dei dati personali --- securitate a datelor --- сигурност на податоци --- andmete turvalisus --- Video games industry --- Jeux vidéo --- Copyright --- Droit d'auteur --- Video games --- Law and legislation. --- IIndustrie --- Droit --- Video games. --- Marketing --- Commercialisation --- Intellectual property --- Propriété intellectuelle --- Law of obligations. Law of contract --- Company law. Associations --- Industrial and intellectual property --- Tax law --- Economic law --- réiteach díospóidí
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