Author: Elsie Olson
Publisher: Bellwether Media
ISBN: 1644879379
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
Electronic Arts makes some of the most popular video games today! This title introduces readers to the history of the company, from its origins to the present day, through leveled text and crisp photos. Along the way, fun facts offer high-interest information, while special features map the companyÕs headquarters, profile an EA leader, highlight top-selling EA games, and more. Gamers will enjoy learning the history of this top gaming company!
Electronic Arts
Author: Elsie Olson
Publisher: Bellwether Media
ISBN: 1644879379
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
Electronic Arts makes some of the most popular video games today! This title introduces readers to the history of the company, from its origins to the present day, through leveled text and crisp photos. Along the way, fun facts offer high-interest information, while special features map the companyÕs headquarters, profile an EA leader, highlight top-selling EA games, and more. Gamers will enjoy learning the history of this top gaming company!
Publisher: Bellwether Media
ISBN: 1644879379
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
Electronic Arts makes some of the most popular video games today! This title introduces readers to the history of the company, from its origins to the present day, through leveled text and crisp photos. Along the way, fun facts offer high-interest information, while special features map the companyÕs headquarters, profile an EA leader, highlight top-selling EA games, and more. Gamers will enjoy learning the history of this top gaming company!
Book for the Electronic Arts
Author: Arjen Mulder
Publisher: V2_ publishing
ISBN: 906617255X
Category : Art and electronics
Languages : en
Pages : 188
Book Description
Publisher: V2_ publishing
ISBN: 906617255X
Category : Art and electronics
Languages : en
Pages : 188
Book Description
EA: Celebrating 25 Years of Interactive Entertainment
Author: Joe Funk
Publisher: Prima Games
ISBN: 9780761558392
Category : Games & Activities
Languages : en
Pages : 176
Book Description
• This photo-rich, high-quality coffee table book will take a visually intensive look at the first 25 years of the world's leading entertainment software publisher, and will include exclusive photos, ads, and box art from EA's company archives. • DVD featuring studio visits, executive interviews, "making of" vignettes, and much more. • Old-school gamers will appreciate the history. Young gamers will learn how EA became EA. • Superior production values ensure fans will want to keep this handsome volume for years to come.
Publisher: Prima Games
ISBN: 9780761558392
Category : Games & Activities
Languages : en
Pages : 176
Book Description
• This photo-rich, high-quality coffee table book will take a visually intensive look at the first 25 years of the world's leading entertainment software publisher, and will include exclusive photos, ads, and box art from EA's company archives. • DVD featuring studio visits, executive interviews, "making of" vignettes, and much more. • Old-school gamers will appreciate the history. Young gamers will learn how EA became EA. • Superior production values ensure fans will want to keep this handsome volume for years to come.
Understanding Video Games
Author: Simon Egenfeldt-Nielsen
Publisher: Routledge
ISBN: 1135868794
Category : Games & Activities
Languages : en
Pages : 302
Book Description
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
Publisher: Routledge
ISBN: 1135868794
Category : Games & Activities
Languages : en
Pages : 302
Book Description
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.
The Literariness of Media Art
Author: Claudia Benthien
Publisher: Routledge
ISBN: 1351608703
Category : Social Science
Languages : en
Pages : 400
Book Description
The beginning of the 20th century saw literary scholars from Russia positing a new definition for the nature of literature. Within the framework of Russian Formalism, the term ‘literariness’ was coined. The driving force behind this theoretical inquiry was the desire to identify literature—and art in general—as a way of revitalizing human perception, which had been numbed by the automatization of everyday life. The transformative power of ‘literariness’ is made manifest in many media artworks by renowned artists such as Chantal Akerman, Mona Hatoum, Gary Hill, Jenny Holzer, William Kentridge, Nalini Malani, Bruce Nauman, Martha Rosler, and Lawrence Weiner. The authors use literariness as a tool to analyze the aesthetics of spoken or written language within experimental film, video performance, moving image installations, and other media-based art forms. This volume uses as its foundation the Russian Formalist school of literary theory, with the goal of extending these theories to include contemporary concepts in film and media studies, such as Neoformalism, intermediality, remediation, and postdrama.
Publisher: Routledge
ISBN: 1351608703
Category : Social Science
Languages : en
Pages : 400
Book Description
The beginning of the 20th century saw literary scholars from Russia positing a new definition for the nature of literature. Within the framework of Russian Formalism, the term ‘literariness’ was coined. The driving force behind this theoretical inquiry was the desire to identify literature—and art in general—as a way of revitalizing human perception, which had been numbed by the automatization of everyday life. The transformative power of ‘literariness’ is made manifest in many media artworks by renowned artists such as Chantal Akerman, Mona Hatoum, Gary Hill, Jenny Holzer, William Kentridge, Nalini Malani, Bruce Nauman, Martha Rosler, and Lawrence Weiner. The authors use literariness as a tool to analyze the aesthetics of spoken or written language within experimental film, video performance, moving image installations, and other media-based art forms. This volume uses as its foundation the Russian Formalist school of literary theory, with the goal of extending these theories to include contemporary concepts in film and media studies, such as Neoformalism, intermediality, remediation, and postdrama.
StarCraft
Author: Simon Dor
Publisher: University of Michigan Press
ISBN: 0472904450
Category : Social Science
Languages : en
Pages : 165
Book Description
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports.
Publisher: University of Michigan Press
ISBN: 0472904450
Category : Social Science
Languages : en
Pages : 165
Book Description
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports.
Final Fantasy
Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 573
Book Description
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 573
Book Description
The Corporate Directory of US Public Companies 1995
Author: Elizabeth Walsh
Publisher: Springer
ISBN: 1349138908
Category : Business & Economics
Languages : en
Pages : 2657
Book Description
This valuable and accessible work provides comprehensive information on America's top public companies, listing over 10,000 publicly traded companies from the New York, NASDAQ and OTC exchanges. All companies have assets of more than $5 million and are filed with the SEC. Each entry describes business activity, 5 year sales, income, earnings per share, assets and liabilities. Senior employees, major shareholders and directors are also named. The seven indices give an unrivalled access to the information.
Publisher: Springer
ISBN: 1349138908
Category : Business & Economics
Languages : en
Pages : 2657
Book Description
This valuable and accessible work provides comprehensive information on America's top public companies, listing over 10,000 publicly traded companies from the New York, NASDAQ and OTC exchanges. All companies have assets of more than $5 million and are filed with the SEC. Each entry describes business activity, 5 year sales, income, earnings per share, assets and liabilities. Senior employees, major shareholders and directors are also named. The seven indices give an unrivalled access to the information.
Need for Speed
Author: Prima Temp Authors
Publisher: Prima Games
ISBN: 0761550976
Category : Games & Activities
Languages : en
Pages : 162
Book Description
· Trick out your car with the ultimate performance upgrades · Pursuit secrets exposed · All regular, bonus, and Black Edition car stats uncovered · Details on all 15 Blacklist Bosses · Everything you need to know about career mode · All track maps enclosed · Behind the scenes with Josie Maran · Massive pullout world map & poster
Publisher: Prima Games
ISBN: 0761550976
Category : Games & Activities
Languages : en
Pages : 162
Book Description
· Trick out your car with the ultimate performance upgrades · Pursuit secrets exposed · All regular, bonus, and Black Edition car stats uncovered · Details on all 15 Blacklist Bosses · Everything you need to know about career mode · All track maps enclosed · Behind the scenes with Josie Maran · Massive pullout world map & poster
Art + DIY Electronics
Author: Garnet Hertz
Publisher: MIT Press
ISBN: 0262044935
Category : Art
Languages : en
Pages : 339
Book Description
A systematic theory of DIY electronic culture, drawn from a century of artists who have independently built creative technologies. Since the rise of Arduino and 3D printing in the mid-2000s, do-it-yourself approaches to the creative exploration of technology have surged in popularity. But the maker movement is not new: it is a historically significant practice in contemporary art and design. This book documents, tracks, and identifies a hundred years of innovative DIY technology practices, illustrating how the maker movement is a continuation of a long-standing creative electronic subculture. Through this comprehensive exploration, Garnet Hertz develops a theory and language of creative DIY electronics, drawing from diverse examples of contemporary art, including work from renowned electronic artists such as Nam June Paik and such art collectives as Survival Research Laboratories and the Barbie Liberation Front. Hertz uncovers the defining elements of electronic DIY culture, which often works with limited resources to bring new life to obsolete objects while engaging in a critical dialogue with consumer capitalism. Whether hacking blackboxed technologies or deploying culture jamming techniques to critique commercial labor practices or gender norms, the artists have found creative ways to make personal and political statements through creative technologies. The wide range of innovative works and practices profiled in Art + DIY Electronics form a general framework for DIY culture and help inspire readers to get creative with their own adaptations, fabrications, and reimaginations of everyday technologies.
Publisher: MIT Press
ISBN: 0262044935
Category : Art
Languages : en
Pages : 339
Book Description
A systematic theory of DIY electronic culture, drawn from a century of artists who have independently built creative technologies. Since the rise of Arduino and 3D printing in the mid-2000s, do-it-yourself approaches to the creative exploration of technology have surged in popularity. But the maker movement is not new: it is a historically significant practice in contemporary art and design. This book documents, tracks, and identifies a hundred years of innovative DIY technology practices, illustrating how the maker movement is a continuation of a long-standing creative electronic subculture. Through this comprehensive exploration, Garnet Hertz develops a theory and language of creative DIY electronics, drawing from diverse examples of contemporary art, including work from renowned electronic artists such as Nam June Paik and such art collectives as Survival Research Laboratories and the Barbie Liberation Front. Hertz uncovers the defining elements of electronic DIY culture, which often works with limited resources to bring new life to obsolete objects while engaging in a critical dialogue with consumer capitalism. Whether hacking blackboxed technologies or deploying culture jamming techniques to critique commercial labor practices or gender norms, the artists have found creative ways to make personal and political statements through creative technologies. The wide range of innovative works and practices profiled in Art + DIY Electronics form a general framework for DIY culture and help inspire readers to get creative with their own adaptations, fabrications, and reimaginations of everyday technologies.