A Competitive Assessment of the U.S. Video Game Industry

A Competitive Assessment of the U.S. Video Game Industry PDF Author: Ralph Watkins
Publisher:
ISBN:
Category : Competition, International
Languages : en
Pages : 102

Get Book Here

Book Description

A Competitive Assessment of the U.S. Video Game Industry

A Competitive Assessment of the U.S. Video Game Industry PDF Author: Ralph Watkins
Publisher:
ISBN:
Category : Competition, International
Languages : en
Pages : 102

Get Book Here

Book Description


Annual Report

Annual Report PDF Author: United States International Trade Commission
Publisher:
ISBN:
Category : Tariff
Languages : en
Pages : 92

Get Book Here

Book Description


Departments of Commerce, Justice, State, the Judiciary, and related agencies appropriations for fiscal year 1985

Departments of Commerce, Justice, State, the Judiciary, and related agencies appropriations for fiscal year 1985 PDF Author: United States. Congress. Senate. Committee on Appropriations. Subcommittee on Commerce, Justice, State, the Judiciary, and Related Agencies
Publisher:
ISBN:
Category :
Languages : en
Pages : 1264

Get Book Here

Book Description


Annual Report - United States, International Trade Commission

Annual Report - United States, International Trade Commission PDF Author: United States International Trade Commission
Publisher:
ISBN:
Category : Commerce
Languages : en
Pages : 104

Get Book Here

Book Description
Includes appendices.

Entertainment Industry Economics

Entertainment Industry Economics PDF Author: Harold L. Vogel
Publisher: Cambridge University Press
ISBN: 1316062074
Category : Business & Economics
Languages : en
Pages : 713

Get Book Here

Book Description
The entertainment and media industries, already important sectors of the US economy, continue to grow rapidly in other countries around the world. This ninth edition of Entertainment Industry Economics continues to be the definitive source on the economics of film, music, television, advertising, broadcasting, cable, casino and online wagering, publishing, performing arts and culture, toys and games, sports, and theme parks. It synthesizes a vast amount of data to provide a clear, comprehensive, and up-to-date reference guide on the economics, financing, accounting, production, and marketing of entertainment in the United States and overseas. Completely updated, it includes new sections on price effects, art markets, and Asian gaming. Financial analysts and investors, economists, industry executives, accountants, lawyers, regulators and legislators, and journalists, as well as students preparing to join these professionals, will benefit from this invaluable guide on how the entertainment and media industries operate.

Computer

Computer PDF Author: Martin Campbell-Kelly
Publisher: Taylor & Francis
ISBN: 1000878759
Category : History
Languages : en
Pages : 375

Get Book Here

Book Description
This volume provides a history of the computer which now comes properly up to the ubiquitous age, with new chapters that look at globalization, platformitization and regulation, allowing readers to engage with the more recent takeover by computers in their historical perspective. With the growing ubiquity of computers, the subject is one of interest to many students and this will feature in history of science and technology courses, and world history courses as well as ones specifically on computing. Books on the history of computing tend to be quite technically or business focused, this covers the social and cultural history as well.

Quarterly Report to the Congress and the Trade Policy Committee on Trade Between the United States and the Nonmarket Economy Countries During ...

Quarterly Report to the Congress and the Trade Policy Committee on Trade Between the United States and the Nonmarket Economy Countries During ... PDF Author: United States International Trade Commission
Publisher:
ISBN:
Category : Communist countries
Languages : en
Pages : 140

Get Book Here

Book Description


Computer, Student Economy Edition

Computer, Student Economy Edition PDF Author: Martin Campbell-Kelly
Publisher: Routledge
ISBN: 0429973640
Category : Social Science
Languages : en
Pages : 368

Get Book Here

Book Description
This book covers the way computing was handled before the arrival of electronic computers. It discusses manual information processing and early technologies. The book describes the development of software technology, the professionalization of programming, and the emergence of a software industry.

USITC Publication

USITC Publication PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 142

Get Book Here

Book Description


Intellivision

Intellivision PDF Author: Tom Boellstorff
Publisher: MIT Press
ISBN: 0262549506
Category : Games & Activities
Languages : en
Pages : 429

Get Book Here

Book Description
The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s main rival during a key period when videogames were moving from the arcades into the home. In Intellivision, Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision’s chips and code, games, marketing and business strategies, organizational and social history, and the cultural and economic context of the early US games industry from the mid-1970s to the great videogame industry crash of 1983. While many remember Atari, Intellivision has largely been forgotten. As such, Intellivision fills a crucial gap in videogame scholarship, telling the story of a console that sold millions and competed aggressively against Atari. Drawing on a wealth of data from both institutional and personal archives and over 150 interviews with programmers, engineers, executives, marketers, and designers, Boellstorff and Soderman examine the relationship between videogames and toys—an under-analyzed aspect of videogame history—and discuss the impact of home computing on the rise of videogames, the gendered implications of play and videogame design at Mattel, and the blurring of work and play in the early games industry.