Author: Satoru Iwata
Publisher: VIZ Media LLC
ISBN: 1974726576
Category : Biography & Autobiography
Languages : en
Pages : 110
Book Description
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. -- VIZ Media
Ask Iwata
Summary of Satoru Iwata, Hobonichi & Sam Bett's Ask Iwata
Author: Milkyway Media
Publisher: Milkyway Media
ISBN:
Category : Biography & Autobiography
Languages : en
Pages : 20
Book Description
Please note: This is a companion version & not the original book. Book Preview: #1 I was hooked on a calculator made by HewlettPackard when I was in high school. I created a game and sent it to the HewlettPackard distributor in Japan. They were absolutely baffled. They must have been like, Whoa, what’s this high school whiz kid doing up in Sapporo. #2 I made some important connections at the Seibu computer store, which led me to meet the programmer who would be the strongest motivator for my future work. I spent all my savings and the money I was given when I entered college on a computer, and I took on a loan. #3 I was able to move up into a fulltime position as soon as I graduated university. I enjoyed what I was doing so much that it didn’t feel like work. The games that I developed involved big software ideas, and since they were praised for their technical abilities, they were able to get work consistently. #4 When I was president of HAL Laboratory, I had to figure out how to turn things around. I interviewed everyone at the company to find out their strengths and weaknesses, and I was blown away by how much I was learning.
Publisher: Milkyway Media
ISBN:
Category : Biography & Autobiography
Languages : en
Pages : 20
Book Description
Please note: This is a companion version & not the original book. Book Preview: #1 I was hooked on a calculator made by HewlettPackard when I was in high school. I created a game and sent it to the HewlettPackard distributor in Japan. They were absolutely baffled. They must have been like, Whoa, what’s this high school whiz kid doing up in Sapporo. #2 I made some important connections at the Seibu computer store, which led me to meet the programmer who would be the strongest motivator for my future work. I spent all my savings and the money I was given when I entered college on a computer, and I took on a loan. #3 I was able to move up into a fulltime position as soon as I graduated university. I enjoyed what I was doing so much that it didn’t feel like work. The games that I developed involved big software ideas, and since they were praised for their technical abilities, they were able to get work consistently. #4 When I was president of HAL Laboratory, I had to figure out how to turn things around. I interviewed everyone at the company to find out their strengths and weaknesses, and I was blown away by how much I was learning.
Summary of Satoru Iwata, Hobonichi & Sam Bett's Ask Iwata
Author: Everest Media,
Publisher: Everest Media LLC
ISBN: 166935315X
Category : Business & Economics
Languages : en
Pages : 20
Book Description
Please note: This is a companion version & not the original book. Sample Book Insights: #1 I was hooked on a calculator made by Hewlett-Packard when I was in high school. I created a game and sent it to the Hewlett-Packard distributor in Japan. They were absolutely baffled. They must have been like, Whoa, what’s this high school whiz kid doing up in Sapporo. #2 I made some important connections at the Seibu computer store, which led me to meet the programmer who would be the strongest motivator for my future work. I spent all my savings and the money I was given when I entered college on a computer, and I took on a loan. #3 I was able to move up into a full-time position as soon as I graduated university. I enjoyed what I was doing so much that it didn’t feel like work. The games that I developed involved big software ideas, and since they were praised for their technical abilities, they were able to get work consistently. #4 When I was president of HAL Laboratory, I had to figure out how to turn things around. I interviewed everyone at the company to find out their strengths and weaknesses, and I was blown away by how much I was learning.
Publisher: Everest Media LLC
ISBN: 166935315X
Category : Business & Economics
Languages : en
Pages : 20
Book Description
Please note: This is a companion version & not the original book. Sample Book Insights: #1 I was hooked on a calculator made by Hewlett-Packard when I was in high school. I created a game and sent it to the Hewlett-Packard distributor in Japan. They were absolutely baffled. They must have been like, Whoa, what’s this high school whiz kid doing up in Sapporo. #2 I made some important connections at the Seibu computer store, which led me to meet the programmer who would be the strongest motivator for my future work. I spent all my savings and the money I was given when I entered college on a computer, and I took on a loan. #3 I was able to move up into a full-time position as soon as I graduated university. I enjoyed what I was doing so much that it didn’t feel like work. The games that I developed involved big software ideas, and since they were praised for their technical abilities, they were able to get work consistently. #4 When I was president of HAL Laboratory, I had to figure out how to turn things around. I interviewed everyone at the company to find out their strengths and weaknesses, and I was blown away by how much I was learning.
THE CON50LE
Author: Mike Diver
Publisher: White Owl
ISBN: 1399040480
Category : Games & Activities
Languages : en
Pages : 484
Book Description
THE CON50LE is a comprehensive yet conversational account of 50 years of home video gaming history, leaving no rarely sighted system unturned and providing a chronological account of the evolution of the biggest entertainment medium in the world. From the earliest consoles of the 1970s to the cutting-edge machines of the here and now, a line is drawn from one mans eureka moment to the multi-billion-dollar global industry of today. All the well-known names and massive-selling consoles are here: the Nintendo Entertainment System, the SEGA Mega Drive, the Atari 2600, the Xbox 360, the PlayStation 2. But theres plenty of room for hardware that many a gamer wont have heard of before, from Japan-only releases and home computer conversions to ill-advised experiments with VHS and all manner of micro-console magic. Learn about the creators and their inspirations, the games that made the biggest consoles eternal reputations, and the failures and flops along the way. Even the consoles that came and went without notable commercial success left a mark, an imprint, on this compelling history and THE CON50LE unravels it, explains it, one fascinating machine at a time.
Publisher: White Owl
ISBN: 1399040480
Category : Games & Activities
Languages : en
Pages : 484
Book Description
THE CON50LE is a comprehensive yet conversational account of 50 years of home video gaming history, leaving no rarely sighted system unturned and providing a chronological account of the evolution of the biggest entertainment medium in the world. From the earliest consoles of the 1970s to the cutting-edge machines of the here and now, a line is drawn from one mans eureka moment to the multi-billion-dollar global industry of today. All the well-known names and massive-selling consoles are here: the Nintendo Entertainment System, the SEGA Mega Drive, the Atari 2600, the Xbox 360, the PlayStation 2. But theres plenty of room for hardware that many a gamer wont have heard of before, from Japan-only releases and home computer conversions to ill-advised experiments with VHS and all manner of micro-console magic. Learn about the creators and their inspirations, the games that made the biggest consoles eternal reputations, and the failures and flops along the way. Even the consoles that came and went without notable commercial success left a mark, an imprint, on this compelling history and THE CON50LE unravels it, explains it, one fascinating machine at a time.
Get in the Game
Author: Jonathan Stringfield
Publisher: John Wiley & Sons
ISBN: 1119855365
Category : Business & Economics
Languages : en
Pages : 262
Book Description
An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.
Publisher: John Wiley & Sons
ISBN: 1119855365
Category : Business & Economics
Languages : en
Pages : 262
Book Description
An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.
Don't Lead Alone
Author: Cleveland Justis
Publisher: Greenleaf Book Group
ISBN: 1639080414
Category : Business & Economics
Languages : en
Pages : 282
Book Description
Think. Act. Lead. It seems simple enough. But understanding your desired impact and how it fits into a larger picture, connecting your work to others and finding new collaborators, and bringing those collaborators together and moving them in a unified direction is never easy. Governments, businesses, and nonprofits all have unique approaches and ideas that many of us learn through our work. Yet, we rarely consider the skills needed to create and maintain the partnerships between them. Most of us learn those skills through trial, error, and often, failure. Worse, we typically stay in our self-reinforcing silos, sharing perspectives and frustrations with like-minded people, limiting our vision of what our work can become. By partnering with other sectors, we combine and adapt approaches to solve complex problems, and leaders in any industry can create large-scale change. Cleveland Justis and Daniel Student share a road map for effective partnerships that increase impact and profitability. Using real-life examples and practice exercises, the authors teach how to acquire and use skills to solve complex problems and propel your organization forward by combining a multitude of perspectives, split into three sections: • Think Like a System • Act Like a Network • Lead Like a Movement It’s time to get out of our silos. Don’t lead alone.
Publisher: Greenleaf Book Group
ISBN: 1639080414
Category : Business & Economics
Languages : en
Pages : 282
Book Description
Think. Act. Lead. It seems simple enough. But understanding your desired impact and how it fits into a larger picture, connecting your work to others and finding new collaborators, and bringing those collaborators together and moving them in a unified direction is never easy. Governments, businesses, and nonprofits all have unique approaches and ideas that many of us learn through our work. Yet, we rarely consider the skills needed to create and maintain the partnerships between them. Most of us learn those skills through trial, error, and often, failure. Worse, we typically stay in our self-reinforcing silos, sharing perspectives and frustrations with like-minded people, limiting our vision of what our work can become. By partnering with other sectors, we combine and adapt approaches to solve complex problems, and leaders in any industry can create large-scale change. Cleveland Justis and Daniel Student share a road map for effective partnerships that increase impact and profitability. Using real-life examples and practice exercises, the authors teach how to acquire and use skills to solve complex problems and propel your organization forward by combining a multitude of perspectives, split into three sections: • Think Like a System • Act Like a Network • Lead Like a Movement It’s time to get out of our silos. Don’t lead alone.
Hey! Listen!
Author: Andrew S. Latham
Publisher: McFarland
ISBN: 1476690294
Category : Games & Activities
Languages : en
Pages : 200
Book Description
How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. This book takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration.
Publisher: McFarland
ISBN: 1476690294
Category : Games & Activities
Languages : en
Pages : 200
Book Description
How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. This book takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration.
Blue Light Yokohama
Author: Nicolas Obregon
Publisher: Macmillan
ISBN: 1250110483
Category : Fiction
Languages : en
Pages : 417
Book Description
-Inspired by a real-life unsolved murder---Front jacket flap.
Publisher: Macmillan
ISBN: 1250110483
Category : Fiction
Languages : en
Pages : 417
Book Description
-Inspired by a real-life unsolved murder---Front jacket flap.
Performing the Buraku
Author: Flavia Cangià
Publisher: LIT Verlag Münster
ISBN: 364380153X
Category : History
Languages : en
Pages : 280
Book Description
People labelled as 'Buraku-min' in Japan are usually described as the descendants of pre-modern occupational groups who were engaged in socially polluting tasks like leather work, meat-packing, street entertainment, and drum-making. 'Performing the Buraku' explores representations of the 'buraku' issue by community and local activism in contemporary Japan, with a special focus on performances and museum exhibitions.
Publisher: LIT Verlag Münster
ISBN: 364380153X
Category : History
Languages : en
Pages : 280
Book Description
People labelled as 'Buraku-min' in Japan are usually described as the descendants of pre-modern occupational groups who were engaged in socially polluting tasks like leather work, meat-packing, street entertainment, and drum-making. 'Performing the Buraku' explores representations of the 'buraku' issue by community and local activism in contemporary Japan, with a special focus on performances and museum exhibitions.
Ask Iwata
Author: Satoru Iwata
Publisher:
ISBN: 9781974721542
Category : Business & Economics
Languages : en
Pages : 176
Book Description
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." --Satoru Iwata Satoru Iwata was the former 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.
Publisher:
ISBN: 9781974721542
Category : Business & Economics
Languages : en
Pages : 176
Book Description
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." --Satoru Iwata Satoru Iwata was the former 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.