Narrow your search

Library

ULiège (3)

KBC (2)

KU Leuven (2)

Odisee (2)

Thomas More Kempen (2)

Thomas More Mechelen (2)

UCLL (2)

UGent (2)

VIVES (2)

LUCA School of Arts (1)

More...

Resource type

book (3)


Language

English (3)


Year
From To Submit

2022 (3)

Listing 1 - 3 of 3
Sort by

Book
The efficiency and creativity of product development : lessons from the game software industry in Japan
Author:
ISBN: 9811677433 9811677425 Year: 2022 Publisher: Singapore : Springer,

Loading...
Export citation

Choose an application

Bookmark

Abstract


Book
Perspectives on the European videogame
Authors: ---
ISBN: 9048550629 9463726225 904856185X Year: 2022 Publisher: Amsterdam : Amsterdam University Press,

Loading...
Export citation

Choose an application

Bookmark

Abstract

The history of European videogames has been so far overshadowed by the global impact of the Japanese and North American industries. However, European game development studios have played a major role in videogame history, and prominent videogames in popular culture, such as Grand Theft Auto, Tomb Raider and Alone in the Dark were made in Europe. This book proposes an exploration of European videogames, including both analyses of transnational aspects of European production and close readings of national specificities. It offers a kaleidoscope of European videogame culture, focusing on the analysis of European works and creators but also addressing contextual aspects and placing videogames within a wider sociocultural and philosophical ground. The aim of this collective work is to contribute to the creation of a, so far, almost non-existent yet necessary academic endeavour: a story of the works, authors, styles and cultures of the European videogame.


Book
The business of indie games : everything you need to know to conquer the indie games industry
Authors: --- ---
ISBN: 1003215262 1000583260 1000583287 Year: 2022 Publisher: Boca Raton, Florida : CRC Press,

Loading...
Export citation

Choose an application

Bookmark

Abstract

"Many early efforts in higher education are variations of traditional computer science curriculums, so while students might be learning how to make games in the classroom, they are learning very little about the business of games. That means they are not equipped to talk to investors, negotiate with publishers, and engage with major platforms like Steam and Nintendo--all of which are mandatory skills for modern indie developers. The future of gaming curriculums is not just teaching students how to create games, but in preparing them for the business of games"--

Listing 1 - 3 of 3
Sort by