Electronic Arts

Electronic Arts PDF Author: Elsie Olson
Publisher: Bellwether Media
ISBN: 1644879379
Category : Juvenile Nonfiction
Languages : en
Pages : 32

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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

Electronic Arts PDF Author: Elsie Olson
Publisher: Bellwether Media
ISBN: 1644879379
Category : Juvenile Nonfiction
Languages : en
Pages : 32

Get Book Here

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!

The Ultimate Video Game Quiz Book

The Ultimate Video Game Quiz Book PDF Author: Jack Goldstein
Publisher: Andrews UK Limited
ISBN: 1785380966
Category : Games & Activities
Languages : en
Pages : 130

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Book Description
In which year was the Atari Lynx released? To which character are Pikmin sidekicks? Who was on the cover of Fifa 95? And is Mario Teaches Typing a real game? This fantastic quiz book contains six hundred questions (and answers!) to test your knowledge, from basics a total noob would know all the way through to trivia that would challenge Satoru Iwata himself. With sections including bestsellers, genres, anagrams, henchmen, collectables, accessories and many more, this is an excellent addition to any gamer's bookshelf.

Guinness World Records 2016 Gamer's Edition

Guinness World Records 2016 Gamer's Edition PDF Author: Guinness World Records
Publisher: Macmillan
ISBN: 1910561134
Category : Games & Activities
Languages : en
Pages : 216

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Book Description
The bestselling video games annual is back! Bursting with mind-blowing records and tantalizing trivia, the Guinness World Records 2016: Gamer's Edition is a must-have for any gaming fan. Whether you're all about the latest first-person shooter, an app aficionado, an MMO master, or a die-hard retro gamer, you'll find show-stopping records, top 10 roundups, quick-fire facts and stats, and hundreds of amazing new images from all your favorite games. What's more, brand new for this year's book is a dedicated section just for Minecraft fans, with a mega-showcase of the greatest construction records, in-game tips and lots more blocky goodness. Plus, discover which tech milestones have been smashed in the last year - in both software and hardware, get all the insider secrets from industry experts, and marvel at the players who have leveled up to the very top of the leaderboards. Think you can challenge the current champions? Look inside to see how to break your very own record! Guinness World Records: Gamer's Editions have sold a whopping 3+ million copies. Find out for yourself why it's a game-changer!

Return of the Hustle

Return of the Hustle PDF Author: Eric Sheinkop
Publisher: Springer
ISBN: 1137582022
Category : Business & Economics
Languages : en
Pages : 250

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Book Description
Has a commercial ever brought you to tears? Has a movie ever inspired you so much you change your way of life? Has the series finale of a television show ever broken your heart? Has a video game ever altered your perception of reality? If you're like most consumers, you answered 'yes' to at least one of those questions. Whether you remember it or not, the music of that ad, film, show or game probably played a big role in influencing your emotional response during that experience. In fact, music is included in media specifically for the purpose of connecting with audiences on a deeper level that visuals alone cannot access. A strong music strategy is fundamental to the success of television, film, brands and video games. Because of higher expectations for audiovisual content, it will take more than clever animation or a celebrity cameo to connect with consumers in an authentic, organic way. By providing audiences with a genuine music experience, whether with an exclusive song through an artist partnership or by featuring new music from an emerging band, you can build a bond that extends far beyond product experience. Music touches us emotionally in a way that words seldom do. We feel it – we remember it. In Return of The Hustle, a leading music and marketing industry insider discusses the diverse audio touchpoints for four key industries and shows how marketers, storytellers, and advertisers can use music to effectively guide audiences along the customer journey from passive consumers to brand advocates. Return of The Hustle provides readers with a blueprint for music strategy that professionals at any level in any industry can use to attract consumers, immerse them into the content, and extend relationships between them and the brand long after the commercial ends or the credits roll. With detailed case studies, exhaustive interviews, and thorough research, Return of the Hustle gives readers the playbook to use the marketing power of music to drive business results.

Guinness World Records 2017 Gamer’s Edition

Guinness World Records 2017 Gamer’s Edition PDF Author: Guinness World Records
Publisher: Guinness World Records
ISBN: 191056169X
Category : Games & Activities
Languages : en
Pages : 219

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Book Description
It’s time to celebrate the 10th anniversary of the Guinness World Records: Gamer’s Edition! With over four million copies sold, this is the ultimate annual for every gaming fan. It’s bursting with the latest facts and stats on your favorite games from the futuristic soccer action of Rocket League to the psychedelic paint battles of Splatoon. And as Star Wars mania explodes once again, we explore everything Jedi in a special feature section. Plus, you’ll get a sneak peek at all-new games from the ever-evolving gaming universe! Get an inside look at the indie game scene, the big-money world of eSports, and a celebration of 25 years of Mario Kart. There’s everything from space shooters such as Destiny, to RPGs such as Fallout 4, to the hit sport series FIFAand Madden. We’ve got sims, strategy games, and horror titles, and we also take a look at the toys-to-life phenomenon. From League of Legends to The Legend of Zelda, it’s all here in the 2017 edition of Guinness World Records: Gamer’s Edition!

Madden NFL 07

Madden NFL 07 PDF Author: Kaizen Media Group
Publisher: Prima Games
ISBN: 9780761553861
Category : Games & Activities
Languages : en
Pages : 276

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Book Description
This fantasy football guide lists every player with full game stats and details all the plays that can be made in the game.

Football, Culture and Power

Football, Culture and Power PDF Author: David J. Leonard
Publisher: Routledge
ISBN: 1317410882
Category : Sports & Recreation
Languages : en
Pages : 294

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Book Description
What does it mean when a hit that knocks an American football player unconscious is cheered by spectators? What are the consequences of such violence for the participants of this sport and for the entertainment culture in which it exists? This book brings together scholars and sport commentators to examine the relationship between American football, violence and the larger relations of power within contemporary society. From high school and college to the NFL, Football, Culture, and Power analyses the social, political and cultural imprint of America’s national pastime. The NFL’s participation in and production of hegemonic masculinity, alongside its practices of racism, sexism, heterosexism and ableism, provokes us to think deeply about the historical and contemporary systems of violence we are invested in and entertained by. This social scientific analysis of American football considers both the positive and negative power of the game, generating discussion and calling for accountability. It is fascinating reading for all students and scholars of sports studies with an interest in American football and the wider social impact of sport. Chapter 14 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.

It's All a Game

It's All a Game PDF Author: Tristan Donovan
Publisher: Macmillan
ISBN: 1250082730
Category : Games & Activities
Languages : en
Pages : 296

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Book Description
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books

Guinness World Records 2015 Gamer's Edition

Guinness World Records 2015 Gamer's Edition PDF Author: Guinness World Records
Publisher: Guinness World Records
ISBN: 1908843837
Category : Games & Activities
Languages : en
Pages : 218

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Book Description
Now in its eighth edition, Guinness World Records Gamer's Edition is the ultimate guide to videogames. With all-new design and photography, the fresh-looking 2015 edition is packed full of news and views about the most up-to-date achievements and developments in gaming. It offers the most dazzling images from this year's top titles, along with fascinating facts, figures and features on the games and characters you love – from Minecraft to the world-beating Grand Theft Auto V, from thrilling new games to all-time classics. The latest edition includes gameplay tips and hints, interviews and features exploring gaming from different perspectives, and quotes from leading figures in the industry. Find out about the biggest-selling games, the highest scores, and the world's most amazing gamers. Read about the latest hardware developments in the battle of the eight-generation consoles, and explore the most exciting news stories across all the major gaming genres.

American Sports in an Age of Consumption

American Sports in an Age of Consumption PDF Author: Cory Hillman
Publisher: McFarland
ISBN: 1476624720
Category : Sports & Recreation
Languages : en
Pages : 204

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Book Description
Sports are not what they used to be. New publicly funded stadiums resemble shopping malls. Fans compete for cash prizes in fantasy sports leagues. Sports video games are now marketing and public relations tools and team logos have become fashionable brands. The larger social meanings sports hold for fans are being eclipsed by their commercial function as a means to sell merchandise and connect corporate sponsors with consumers. This book examines how the American consumer culture affects professional and collegiate sports, reducing fans to consumers and trivializing sports themselves. Instructors considering this book for use in a course may request an examination copy here.