Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 124
Book Description
Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.
Generation Xbox
Author: Jamie Russell
Publisher: Yellow Ant Media Limited
ISBN: 9780956507242
Category : Business & Economics
Languages : en
Pages : 321
Book Description
Hollywood is under attack from videogames. Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?
Publisher: Yellow Ant Media Limited
ISBN: 9780956507242
Category : Business & Economics
Languages : en
Pages : 321
Book Description
Hollywood is under attack from videogames. Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?
HWM
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 124
Book Description
Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.
Publisher:
ISBN:
Category :
Languages : en
Pages : 124
Book Description
Singapore's leading tech magazine gives its readers the power to decide with its informative articles and in-depth reviews.
Xbox Fan Book
Author: Mark H. Walker
Publisher: "O'Reilly Media, Inc."
ISBN: 9780596008840
Category : Computers
Languages : en
Pages : 134
Book Description
Explains how to optimize the Xbox, covering such topics as networking, enhancing graphics, accessories, and Xbox games.
Publisher: "O'Reilly Media, Inc."
ISBN: 9780596008840
Category : Computers
Languages : en
Pages : 134
Book Description
Explains how to optimize the Xbox, covering such topics as networking, enhancing graphics, accessories, and Xbox games.
The Official Xbox Magazine
Author:
Publisher:
ISBN:
Category : Video games
Languages : en
Pages : 414
Book Description
Publisher:
ISBN:
Category : Video games
Languages : en
Pages : 414
Book Description
Advances in Product Family and Product Platform Design
Author: Timothy W. Simpson
Publisher: Springer Science & Business Media
ISBN: 1461479371
Category : Technology & Engineering
Languages : en
Pages : 816
Book Description
Advances in Product Family and Product Platform Design: Methods & Applications highlights recent advances that have been made to support product family and product platform design along with successful applications in industry. This book provides not only motivation for product family and product platform design (i.e., address questions about “why and when should we platform”) but also methods and tools to support the design and development of families of products based on shared platforms (i.e. address the “how” and “what” questions about platforming). It begins with a general overview of product family design to introduce the general reader to the topic and then progress to more advanced topics and design theory to help designers, engineers, and project managers plan, architect, and implement platform-based product development strategies for their company. Finally, successful industry applications provide readers and practitioners with case studies and “talking points” to become platform advocates and leaders within their organization.
Publisher: Springer Science & Business Media
ISBN: 1461479371
Category : Technology & Engineering
Languages : en
Pages : 816
Book Description
Advances in Product Family and Product Platform Design: Methods & Applications highlights recent advances that have been made to support product family and product platform design along with successful applications in industry. This book provides not only motivation for product family and product platform design (i.e., address questions about “why and when should we platform”) but also methods and tools to support the design and development of families of products based on shared platforms (i.e. address the “how” and “what” questions about platforming). It begins with a general overview of product family design to introduce the general reader to the topic and then progress to more advanced topics and design theory to help designers, engineers, and project managers plan, architect, and implement platform-based product development strategies for their company. Finally, successful industry applications provide readers and practitioners with case studies and “talking points” to become platform advocates and leaders within their organization.
The Video Games Textbook
Author: Brian J. Wardyga
Publisher: CRC Press
ISBN: 1351172344
Category : Computers
Languages : en
Pages : 806
Book Description
The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market
Publisher: CRC Press
ISBN: 1351172344
Category : Computers
Languages : en
Pages : 806
Book Description
The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market
GameAxis Unwired
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 40
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 : 40
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.
Encyclopedia of Criminal Activities and the Deep Web
Author: Khosrow-Pour D.B.A., Mehdi
Publisher: IGI Global
ISBN: 1522597166
Category : True Crime
Languages : en
Pages : 1162
Book Description
As society continues to rely heavily on technological tools for facilitating business, e-commerce, banking, and communication, among other applications, there has been a significant rise in criminals seeking to exploit these tools for their nefarious gain. Countries all over the world are seeing substantial increases in identity theft and cyberattacks, as well as illicit transactions, including drug trafficking and human trafficking, being made through the dark web internet. Sex offenders and murderers explore unconventional methods of finding and contacting their victims through Facebook, Instagram, popular dating sites, etc., while pedophiles rely on these channels to obtain information and photographs of children, which are shared on hidden community sites. As criminals continue to harness technological advancements that are outpacing legal and ethical standards, law enforcement and government officials are faced with the challenge of devising new and alternative strategies to identify and apprehend criminals to preserve the safety of society. The Encyclopedia of Criminal Activities and the Deep Web is a three-volume set that includes comprehensive articles covering multidisciplinary research and expert insights provided by hundreds of leading researchers from 30 countries including the United States, the United Kingdom, Australia, New Zealand, Germany, Finland, South Korea, Malaysia, and more. This comprehensive encyclopedia provides the most diverse findings and new methodologies for monitoring and regulating the use of online tools as well as hidden areas of the internet, including the deep and dark web. Highlighting a wide range of topics such as cyberbullying, online hate speech, and hacktivism, this book will offer strategies for the prediction and prevention of online criminal activity and examine methods for safeguarding internet users and their data from being tracked or stalked. Due to the techniques and extensive knowledge discussed in this publication it is an invaluable addition for academic and corporate libraries as well as a critical resource for policy makers, law enforcement officials, forensic scientists, criminologists, sociologists, victim advocates, cybersecurity analysts, lawmakers, government officials, industry professionals, academicians, researchers, and students within this field of study.
Publisher: IGI Global
ISBN: 1522597166
Category : True Crime
Languages : en
Pages : 1162
Book Description
As society continues to rely heavily on technological tools for facilitating business, e-commerce, banking, and communication, among other applications, there has been a significant rise in criminals seeking to exploit these tools for their nefarious gain. Countries all over the world are seeing substantial increases in identity theft and cyberattacks, as well as illicit transactions, including drug trafficking and human trafficking, being made through the dark web internet. Sex offenders and murderers explore unconventional methods of finding and contacting their victims through Facebook, Instagram, popular dating sites, etc., while pedophiles rely on these channels to obtain information and photographs of children, which are shared on hidden community sites. As criminals continue to harness technological advancements that are outpacing legal and ethical standards, law enforcement and government officials are faced with the challenge of devising new and alternative strategies to identify and apprehend criminals to preserve the safety of society. The Encyclopedia of Criminal Activities and the Deep Web is a three-volume set that includes comprehensive articles covering multidisciplinary research and expert insights provided by hundreds of leading researchers from 30 countries including the United States, the United Kingdom, Australia, New Zealand, Germany, Finland, South Korea, Malaysia, and more. This comprehensive encyclopedia provides the most diverse findings and new methodologies for monitoring and regulating the use of online tools as well as hidden areas of the internet, including the deep and dark web. Highlighting a wide range of topics such as cyberbullying, online hate speech, and hacktivism, this book will offer strategies for the prediction and prevention of online criminal activity and examine methods for safeguarding internet users and their data from being tracked or stalked. Due to the techniques and extensive knowledge discussed in this publication it is an invaluable addition for academic and corporate libraries as well as a critical resource for policy makers, law enforcement officials, forensic scientists, criminologists, sociologists, victim advocates, cybersecurity analysts, lawmakers, government officials, industry professionals, academicians, researchers, and students within this field of study.
Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1365
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Publisher: Bloomsbury Publishing USA
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1365
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
The Digital Role-Playing Game and Technical Communication
Author: Daniel Reardon
Publisher: Bloomsbury Publishing USA
ISBN: 1501352555
Category : Games & Activities
Languages : en
Pages : 315
Book Description
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
Publisher: Bloomsbury Publishing USA
ISBN: 1501352555
Category : Games & Activities
Languages : en
Pages : 315
Book Description
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.