Author: Chaim Gingold
Publisher: MIT Press
ISBN: 0262377586
Category : Games & Activities
Languages : en
Pages : 488
Book Description
A deep dive into the trailblazing simulation game SimCity, situating it in the history of games, simulation, and computing. Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations. Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis’s complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright’s career; Maxis’s failure to back The Sims to completion; and the company’s sale to Electronic Arts. A lavishly visual book, Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity’s operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo’s manga-style “Dr. Wright” character design, just to name a few.
Building SimCity
Author: Chaim Gingold
Publisher: MIT Press
ISBN: 0262377586
Category : Games & Activities
Languages : en
Pages : 488
Book Description
A deep dive into the trailblazing simulation game SimCity, situating it in the history of games, simulation, and computing. Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations. Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis’s complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright’s career; Maxis’s failure to back The Sims to completion; and the company’s sale to Electronic Arts. A lavishly visual book, Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity’s operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo’s manga-style “Dr. Wright” character design, just to name a few.
Publisher: MIT Press
ISBN: 0262377586
Category : Games & Activities
Languages : en
Pages : 488
Book Description
A deep dive into the trailblazing simulation game SimCity, situating it in the history of games, simulation, and computing. Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations. Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis’s complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright’s career; Maxis’s failure to back The Sims to completion; and the company’s sale to Electronic Arts. A lavishly visual book, Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity’s operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo’s manga-style “Dr. Wright” character design, just to name a few.
Building the Future
Author: Amy C Edmondson
Publisher: Berrett-Koehler Publishers
ISBN: 1626564213
Category : Business & Economics
Languages : en
Pages : 318
Book Description
A case study of how an award-winning start-up used a large-scale collaboration to achieve a bold objective, and what it shows us about leadership. Machiavelli famously wrote, “There is nothing more difficult to take in hand, more perilous to conduct, or more uncertain in its success than to take the lead in the introduction of a new order of things.” That’s what this book is about—innovation far more audacious than a new way to find a restaurant or a smart phone you can wear on your wrist. Amy C. Edmondson and Susan Salter Reynolds explore large-scale systemic innovation that calls for “big teaming”: intense collaboration between professions and industries with completely different mindsets. This demands leadership combining an expansive vision with deliberative incremental action—not an easy balance. To explore the kind of leadership required to build the future we need, Edmondson and Reynolds tell the story of Living PlanIT. This award-winning “smart city” start-up was launched with a breathtakingly ambitious goal: creating a showcase high-tech city from scratch to pilot its software—quite literally setting out to build the future. This meant a joint effort spanning a truly disparate group of software entrepreneurs, real estate developers, city government officials, architects, construction companies, and technology corporations. By taking a close look at the work, norms, and values in each of these professional domains, we gain new insight into why teaming across fields is so challenging. And we get to know Living PlanIT’s leaders, following them and their partners through cycles of hope, exhaustion, disillusionment, pragmatism, and renewal. There are powerful lessons here for anyone, in any industry, seeking to drive audacious innovation. “Building the Future provides a rare inside look at how a start-up company takes on the world and copes with numerous challenges along the way. Go it alone or partner? Keep the bold goal or go for small wins? Seize other opportunities in technology or stick with the smart-cities plan? Edmondson and Reynolds present thought-provoking lessons for those who want to dream big and need big teaming to get the work done.”—Rosabeth Moss Kanter, Professor of Business Administration, Harvard Business School, and bestselling author of Confidence andMove “This unique book by a brilliant researcher and a veteran journalist not only illuminates the problems of large-scale innovation for a sustainable future but, in the process, teaches us about industry cultures, leadership, and the massive problems of collaboration in an increasingly complex multicultural world.” —Edgar Schein, Professor Emeritus, MIT Sloan School of Management, and author of Helping, Humble Inquiry, and Humble Consulting
Publisher: Berrett-Koehler Publishers
ISBN: 1626564213
Category : Business & Economics
Languages : en
Pages : 318
Book Description
A case study of how an award-winning start-up used a large-scale collaboration to achieve a bold objective, and what it shows us about leadership. Machiavelli famously wrote, “There is nothing more difficult to take in hand, more perilous to conduct, or more uncertain in its success than to take the lead in the introduction of a new order of things.” That’s what this book is about—innovation far more audacious than a new way to find a restaurant or a smart phone you can wear on your wrist. Amy C. Edmondson and Susan Salter Reynolds explore large-scale systemic innovation that calls for “big teaming”: intense collaboration between professions and industries with completely different mindsets. This demands leadership combining an expansive vision with deliberative incremental action—not an easy balance. To explore the kind of leadership required to build the future we need, Edmondson and Reynolds tell the story of Living PlanIT. This award-winning “smart city” start-up was launched with a breathtakingly ambitious goal: creating a showcase high-tech city from scratch to pilot its software—quite literally setting out to build the future. This meant a joint effort spanning a truly disparate group of software entrepreneurs, real estate developers, city government officials, architects, construction companies, and technology corporations. By taking a close look at the work, norms, and values in each of these professional domains, we gain new insight into why teaming across fields is so challenging. And we get to know Living PlanIT’s leaders, following them and their partners through cycles of hope, exhaustion, disillusionment, pragmatism, and renewal. There are powerful lessons here for anyone, in any industry, seeking to drive audacious innovation. “Building the Future provides a rare inside look at how a start-up company takes on the world and copes with numerous challenges along the way. Go it alone or partner? Keep the bold goal or go for small wins? Seize other opportunities in technology or stick with the smart-cities plan? Edmondson and Reynolds present thought-provoking lessons for those who want to dream big and need big teaming to get the work done.”—Rosabeth Moss Kanter, Professor of Business Administration, Harvard Business School, and bestselling author of Confidence andMove “This unique book by a brilliant researcher and a veteran journalist not only illuminates the problems of large-scale innovation for a sustainable future but, in the process, teaches us about industry cultures, leadership, and the massive problems of collaboration in an increasingly complex multicultural world.” —Edgar Schein, Professor Emeritus, MIT Sloan School of Management, and author of Helping, Humble Inquiry, and Humble Consulting
Community Building on the Web
Author: Amy Jo Kim
Publisher: Peachpit Press
ISBN: 013270515X
Category : Computers
Languages : en
Pages : 594
Book Description
What's the point of creating a great Web site if no one goes there-or worse, if people come but never return? How do some sites, such as America Online, EBay, and GeoCities, develop into Internet communities with loyal followings and regular repeat traffic? How can Web page designers and developers create sites that are vibrant and rewarding? Amy Jo Kim, author of Community Building on the Web and consultant to some of the most successful Internet communities, is an expert at teaching how to design sites that succeed by making new visitors feel welcome, rewarding member participation, and building a sense of their own history. She discusses important design strategies, interviews influential Web community-builders, and provides the reader with templates and questionnaires to use in building their own communities.
Publisher: Peachpit Press
ISBN: 013270515X
Category : Computers
Languages : en
Pages : 594
Book Description
What's the point of creating a great Web site if no one goes there-or worse, if people come but never return? How do some sites, such as America Online, EBay, and GeoCities, develop into Internet communities with loyal followings and regular repeat traffic? How can Web page designers and developers create sites that are vibrant and rewarding? Amy Jo Kim, author of Community Building on the Web and consultant to some of the most successful Internet communities, is an expert at teaching how to design sites that succeed by making new visitors feel welcome, rewarding member participation, and building a sense of their own history. She discusses important design strategies, interviews influential Web community-builders, and provides the reader with templates and questionnaires to use in building their own communities.
Sim City 3000 Unlimited
Author: Greg Kramer
Publisher: Prima Games
ISBN: 9780761529842
Category : Games & Activities
Languages : en
Pages : 548
Book Description
The possibilities are unlimited. SimCity has been the flagship and cornerstone of simulation gaming since its introduction in 1989. Now, SimCity 3000 Unlimited is the hot new follow-up to 1999's successful SimCity 3000. The new game features all the great gameplay of the original plus several new features, including two new building sets, thirteen challenging scenarios, and a scenario creator. Now with SimCity 3000 Unlimited: Prima's Official Strategy Guide, you'll get: - Coverage of both SimCity 3000 Unlimited and SimCity 3000 for PC and Mac - Exclusive advice from the Electronic Arts testers - Secrets for novices and seasoned mayors alike - Detailed instructions for earning all rewards - Tips on dealing with natural disasters - Strategies for new scenarios - A graphic directory of North American, Asian, and European building sets - Comprehensive appendices including all buildings and landmarks
Publisher: Prima Games
ISBN: 9780761529842
Category : Games & Activities
Languages : en
Pages : 548
Book Description
The possibilities are unlimited. SimCity has been the flagship and cornerstone of simulation gaming since its introduction in 1989. Now, SimCity 3000 Unlimited is the hot new follow-up to 1999's successful SimCity 3000. The new game features all the great gameplay of the original plus several new features, including two new building sets, thirteen challenging scenarios, and a scenario creator. Now with SimCity 3000 Unlimited: Prima's Official Strategy Guide, you'll get: - Coverage of both SimCity 3000 Unlimited and SimCity 3000 for PC and Mac - Exclusive advice from the Electronic Arts testers - Secrets for novices and seasoned mayors alike - Detailed instructions for earning all rewards - Tips on dealing with natural disasters - Strategies for new scenarios - A graphic directory of North American, Asian, and European building sets - Comprehensive appendices including all buildings and landmarks
GameAxis Unwired
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 92
Book Description
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Publisher:
ISBN:
Category :
Languages : en
Pages : 92
Book Description
GameAxis Unwired is a magazine dedicated to bring you the latest news, previews, reviews and events around the world and close to you. Every month rain or shine, our team of dedicated editors (and hardcore gamers!) put themselves in the line of fire to bring you news, previews and other things you will want to know.
Game Mechanics
Author: Ernest Adams
Publisher: New Riders
ISBN: 0321820274
Category : Computers
Languages : en
Pages : 442
Book Description
Game mechanics--the rules and systems that govern the functional behavior of a game--lie at the heart of all game design. The mechanics implement the living world of the game; they generate active challenges for players to solve in the game world and they determine the effects of the players' actions on that world. Here to teach game designers and students the essentials of game mechanics are two leading authorities in game design. Readers will learn how to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. They'll learn how to visualise and simulate game mechanics in order to design better games and learn at what stages to prototype, test, and implement mechanics in games.
Publisher: New Riders
ISBN: 0321820274
Category : Computers
Languages : en
Pages : 442
Book Description
Game mechanics--the rules and systems that govern the functional behavior of a game--lie at the heart of all game design. The mechanics implement the living world of the game; they generate active challenges for players to solve in the game world and they determine the effects of the players' actions on that world. Here to teach game designers and students the essentials of game mechanics are two leading authorities in game design. Readers will learn how to craft mechanics that generate challenging, enjoyable, and well-balanced gameplay. They'll learn how to visualise and simulate game mechanics in order to design better games and learn at what stages to prototype, test, and implement mechanics in games.
Planning in the USA
Author: J. B. Cullingworth
Publisher: Taylor & Francis
ISBN: 0415774209
Category : Architecture
Languages : en
Pages : 480
Book Description
This revised edition continues to provide a comprehensive introduction to the policies and practices of planning. Discussing land use, urban planning and environmental protection policies, the text explains the nature of the planning process.
Publisher: Taylor & Francis
ISBN: 0415774209
Category : Architecture
Languages : en
Pages : 480
Book Description
This revised edition continues to provide a comprehensive introduction to the policies and practices of planning. Discussing land use, urban planning and environmental protection policies, the text explains the nature of the planning process.
Revolutionizing the 486
Author: Conrad Riker
Publisher: Conrad Riker
ISBN:
Category : Computers
Languages : en
Pages : 229
Book Description
Remember the golden years of gaming with the Intel 486? Now relive the excitement with our expertly curated tales! Struggling to recall your favorite game from the 486 era? Miss the thrill of overclocking your 486 and achieving more power for less? Could you use a dose of nostalgia for the simpler times when Windows 3.1 and Doom ruled the gaming world? 1. Unlock the secrets of the Intel 486 chip and how it transformed the gaming industry. 2. Discover the origins of overclocking and how it shaped the performance of early gaming computers. 3. Relive the excitement of Windows 3.1, the software that brought the P.C. into mainstream popularity. 4. Witness the rise of Doom, the groundbreaking game that changed the face of 3D gaming forever. 5. Uncover how the rise of C.D.-R.O.M.s revolutionized game distribution and multimedia content. 6. Explore the rise and impact of popular web browsers, making the internet more accessible and visually appealing. 7. Find out how Sound Blaster cards transformed gaming audio and became synonymous with high-quality gaming experiences. 8. Immerse yourself in the history and legacy of the 486 era, from its hardware advancements to the cultural shifts it brought about in gaming and personal computing. If you're yearning for a nostalgic trip down memory lane and want to rekindle your love for the 486 era, then look no further! Dive in and purchase 'Revolutionizing the 486: Nostalgic Tales from the Dawn of Modern Gaming' today!
Publisher: Conrad Riker
ISBN:
Category : Computers
Languages : en
Pages : 229
Book Description
Remember the golden years of gaming with the Intel 486? Now relive the excitement with our expertly curated tales! Struggling to recall your favorite game from the 486 era? Miss the thrill of overclocking your 486 and achieving more power for less? Could you use a dose of nostalgia for the simpler times when Windows 3.1 and Doom ruled the gaming world? 1. Unlock the secrets of the Intel 486 chip and how it transformed the gaming industry. 2. Discover the origins of overclocking and how it shaped the performance of early gaming computers. 3. Relive the excitement of Windows 3.1, the software that brought the P.C. into mainstream popularity. 4. Witness the rise of Doom, the groundbreaking game that changed the face of 3D gaming forever. 5. Uncover how the rise of C.D.-R.O.M.s revolutionized game distribution and multimedia content. 6. Explore the rise and impact of popular web browsers, making the internet more accessible and visually appealing. 7. Find out how Sound Blaster cards transformed gaming audio and became synonymous with high-quality gaming experiences. 8. Immerse yourself in the history and legacy of the 486 era, from its hardware advancements to the cultural shifts it brought about in gaming and personal computing. If you're yearning for a nostalgic trip down memory lane and want to rekindle your love for the 486 era, then look no further! Dive in and purchase 'Revolutionizing the 486: Nostalgic Tales from the Dawn of Modern Gaming' today!
Building the Knowledge Management Network
Author: Cliff Figallo
Publisher: John Wiley & Sons
ISBN: 0471427578
Category : Computers
Languages : en
Pages : 370
Book Description
A complete set of best practices, tools, and techniques for turning conversations into a rich source of business information Many organizations are now recognizing that the untapped knowledge of their members can be used to benefit every aspect of their business, from making smarter and faster decisions to improving products and efficiency. This book offers a clear-cut road map for building a successful knowledge management system to capture and fully exploit the knowledge exchanged in conversations. Written by two of the foremost experts in online communities, this book covers a set of best practices, tools, and techniques for using conversation and online interaction to provide affordable and effective knowledge-based benefits and solutions. With a unique and invaluable perspective, the authors offer guidance for collecting, capturing, and cataloging knowledge so that it can be used to improve efficiency and reduce costs in areas ranging from internal procedures through customer relations and product development. This book provides step-by-step solutions for developing an effective knowledge network, including how to: * Formulate strategies and create action plans * Select the right tools for peer-to-peer networks, interactive communities, and events * Work with legacy systems * Train staff and stimulate participation * Improve productivity and measurement criteria The companion Web site contains templates, checklists, a discussion board, and links to software.
Publisher: John Wiley & Sons
ISBN: 0471427578
Category : Computers
Languages : en
Pages : 370
Book Description
A complete set of best practices, tools, and techniques for turning conversations into a rich source of business information Many organizations are now recognizing that the untapped knowledge of their members can be used to benefit every aspect of their business, from making smarter and faster decisions to improving products and efficiency. This book offers a clear-cut road map for building a successful knowledge management system to capture and fully exploit the knowledge exchanged in conversations. Written by two of the foremost experts in online communities, this book covers a set of best practices, tools, and techniques for using conversation and online interaction to provide affordable and effective knowledge-based benefits and solutions. With a unique and invaluable perspective, the authors offer guidance for collecting, capturing, and cataloging knowledge so that it can be used to improve efficiency and reduce costs in areas ranging from internal procedures through customer relations and product development. This book provides step-by-step solutions for developing an effective knowledge network, including how to: * Formulate strategies and create action plans * Select the right tools for peer-to-peer networks, interactive communities, and events * Work with legacy systems * Train staff and stimulate participation * Improve productivity and measurement criteria The companion Web site contains templates, checklists, a discussion board, and links to software.
Videogame, player, text
Author: Barry Atkins
Publisher: Manchester University Press
ISBN: 1526185601
Category : Social Science
Languages : en
Pages : 265
Book Description
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.
Publisher: Manchester University Press
ISBN: 1526185601
Category : Social Science
Languages : en
Pages : 265
Book Description
Videogame, player, text examines the playing and playful subject through a series of analytical essays focused on particular videogames and playing experiences. With essays from a range of internationally renowned game scholars, the major aim of this collection is to show how it is that videogames communicate their meanings and provide their pleasures. Each essay focuses on specific examples of gameplay dynamics to tease out the specificities of videogames as a new form of interaction between text and digital technology for the purposes of entertainment. That modes of engagement with the videogame text are many and varied, and construct the playing subject in different ways, provides the central theme of Videogame,player, text. Online play, clan membership, competitive or co-operative play, player modification of game texts, and the solo play of a single player are each addressed through individual analyses of the gameplay experiences produced by, for example, The Sims, Grand Theft Auto, Prince of Persia, Doom, Quake, World of Warcraft, StreetFighter and Civilisation.