Author: James Lavin
Publisher:
ISBN: 0976203987
Category : Business & Economics
Languages : en
Pages : 460
Book Description
Volume 2 explains how Bill Belichick's New England Patriots have won three Super Bowls in four seasons, and includes quotations from Patriots players, coaches, owners, and executives as they describe the team's success factors.
Management Secrets of the New England Patriots: Building a high-performance organization
Author: James Lavin
Publisher:
ISBN: 0976203987
Category : Business & Economics
Languages : en
Pages : 460
Book Description
Volume 2 explains how Bill Belichick's New England Patriots have won three Super Bowls in four seasons, and includes quotations from Patriots players, coaches, owners, and executives as they describe the team's success factors.
Publisher:
ISBN: 0976203987
Category : Business & Economics
Languages : en
Pages : 460
Book Description
Volume 2 explains how Bill Belichick's New England Patriots have won three Super Bowls in four seasons, and includes quotations from Patriots players, coaches, owners, and executives as they describe the team's success factors.
The Ultimate History of Video Games, Volume 2
Author: Steven L. Kent
Publisher: National Geographic Books
ISBN: 1984825437
Category : Social Science
Languages : en
Pages : 0
Book Description
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
Publisher: National Geographic Books
ISBN: 1984825437
Category : Social Science
Languages : en
Pages : 0
Book Description
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
Handbook of Game Theory and Industrial Organization, Volume II
Author: Luis C. Corchón
Publisher: Edward Elgar Publishing
ISBN: 1788112784
Category : Business & Economics
Languages : en
Pages : 547
Book Description
This second volume of the Handbook includes original contribution by experts in the field. It provides up-to-date surveys of the most relevant applications of game theory to industrial organization. The book covers both classical as well as new IO topics such as mergers in markets with homogeneous and differentiated goods, leniency and coordinated effects in cartels and mergers, static and dynamic contests, consumer search and product safety, strategic delegation, platforms and network effects, auctions, environmental and resource economics, intellectual property, healthcare, corruption, experimental industrial organization and empirical models of R&D.
Publisher: Edward Elgar Publishing
ISBN: 1788112784
Category : Business & Economics
Languages : en
Pages : 547
Book Description
This second volume of the Handbook includes original contribution by experts in the field. It provides up-to-date surveys of the most relevant applications of game theory to industrial organization. The book covers both classical as well as new IO topics such as mergers in markets with homogeneous and differentiated goods, leniency and coordinated effects in cartels and mergers, static and dynamic contests, consumer search and product safety, strategic delegation, platforms and network effects, auctions, environmental and resource economics, intellectual property, healthcare, corruption, experimental industrial organization and empirical models of R&D.
Management
Author:
Publisher:
ISBN:
Category : Industrial engineering
Languages : en
Pages : 732
Book Description
Publisher:
ISBN:
Category : Industrial engineering
Languages : en
Pages : 732
Book Description
The Ultimate History of Video Games, Volume 2
Author: Steven L. Kent
Publisher: Crown
ISBN: 1984825445
Category : Social Science
Languages : en
Pages : 592
Book Description
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
Publisher: Crown
ISBN: 1984825445
Category : Social Science
Languages : en
Pages : 592
Book Description
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
Game Audio Development
Author: Aaron Marks
Publisher: Delmar Pub
ISBN: 9781428318069
Category : Computers
Languages : en
Pages : 306
Book Description
"Create game audio from the ground up with this comprehensive, multi-faceted resource designed to meet the needs of both beginners and industry professionals. Came Audio Development tackles the complex world of audio by addressing the three major game audio disciplines; music composition, sound effects creation, and dialogue recording. It begins by providing readers with a solid background and history of the discipline and then shows how to coordinate the associated equipment, techniques, and skills to produce effective audio that will enhance the game experience." --Book Jacket.
Publisher: Delmar Pub
ISBN: 9781428318069
Category : Computers
Languages : en
Pages : 306
Book Description
"Create game audio from the ground up with this comprehensive, multi-faceted resource designed to meet the needs of both beginners and industry professionals. Came Audio Development tackles the complex world of audio by addressing the three major game audio disciplines; music composition, sound effects creation, and dialogue recording. It begins by providing readers with a solid background and history of the discipline and then shows how to coordinate the associated equipment, techniques, and skills to produce effective audio that will enhance the game experience." --Book Jacket.
Game Sound
Author: Karen Collins
Publisher: MIT Press
ISBN: 026203378X
Category : Computers
Languages : en
Pages : 213
Book Description
A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.
Publisher: MIT Press
ISBN: 026203378X
Category : Computers
Languages : en
Pages : 213
Book Description
A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. This book introduces readers to the various aspects of game audio, from its development in early games to theoretical discussions of immersion and realism.
Learning and Education Games: Volume Two: Bringing Games into Educational Contexts
Author: Karen Schrier Shaenfeld
Publisher: Lulu.com
ISBN: 1329703561
Category : Education
Languages : en
Pages : 281
Book Description
The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."
Publisher: Lulu.com
ISBN: 1329703561
Category : Education
Languages : en
Pages : 281
Book Description
The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."
Knowledge Management, Organizational Intelligence And Learning, And Complexity - Volume II
Author: L. Douglas Kiel
Publisher: EOLSS Publications
ISBN: 190583912X
Category :
Languages : en
Pages : 296
Book Description
Knowledge Management, Organizational Intelligence and Learning, and Complexity is the component of Encyclopedia of Technology, Information, and Systems Management Resources in the global Encyclopedia of Life Support Systems (EOLSS), which is an integrated compendium of twenty one Encyclopedias. The Theme on Knowledge Management, Organizational Intelligence and Learning, and Complexity in the Encyclopedia of Technology, Information, and Systems Management Resources provides the latest scientific insights into the evolution of complexity in both the natural and social realms. Emerging perspectives from the fields of knowledge management, computer-based simulation and the organizational sciences are presented as tools for understanding and supporting this evolving complexity and the earth's life support systems. These three volumes are aimed at the following a wide spectrum of audiences from the merely curious to those seeking in-depth knowledge: University and College students Educators, Professional practitioners, Research personnel and Policy analysts, managers, and decision makers and NGOs.
Publisher: EOLSS Publications
ISBN: 190583912X
Category :
Languages : en
Pages : 296
Book Description
Knowledge Management, Organizational Intelligence and Learning, and Complexity is the component of Encyclopedia of Technology, Information, and Systems Management Resources in the global Encyclopedia of Life Support Systems (EOLSS), which is an integrated compendium of twenty one Encyclopedias. The Theme on Knowledge Management, Organizational Intelligence and Learning, and Complexity in the Encyclopedia of Technology, Information, and Systems Management Resources provides the latest scientific insights into the evolution of complexity in both the natural and social realms. Emerging perspectives from the fields of knowledge management, computer-based simulation and the organizational sciences are presented as tools for understanding and supporting this evolving complexity and the earth's life support systems. These three volumes are aimed at the following a wide spectrum of audiences from the merely curious to those seeking in-depth knowledge: University and College students Educators, Professional practitioners, Research personnel and Policy analysts, managers, and decision makers and NGOs.
The Effective Change Manager
Author: The Change Management Institute
Publisher: Vivid Publishing
ISBN: 1925086771
Category : Business & Economics
Languages : en
Pages : 260
Book Description
'The Effective Change Manager' is designed for change management practitioners, employers, authors, academics and anyone with an interest in the evolving professional discipline of change management. The first edition, 'The Change Management Body of Knowledge (CMBoK©)', drew on the experience of more than six hundred change management professionals in thirty countries. This second edition has grown that base to over 900 contributors and reviewers. 'The Effective Change Manager' describes the underpinning knowledge areas that change managers must know and understand to be effective in their change practice. It also describes the evolution of the change management practice as it starts to mature. The Change Management Institute operates as a global leader in strengthening, connecting and advancing the change management profession. It is committed to assisting members in developing Capability, Credibility and Connections in their pursuit of professional excellence. The Change Management Institute is an independent professional organization that is uniquely positioned to promote and advance the interests of Change Management.
Publisher: Vivid Publishing
ISBN: 1925086771
Category : Business & Economics
Languages : en
Pages : 260
Book Description
'The Effective Change Manager' is designed for change management practitioners, employers, authors, academics and anyone with an interest in the evolving professional discipline of change management. The first edition, 'The Change Management Body of Knowledge (CMBoK©)', drew on the experience of more than six hundred change management professionals in thirty countries. This second edition has grown that base to over 900 contributors and reviewers. 'The Effective Change Manager' describes the underpinning knowledge areas that change managers must know and understand to be effective in their change practice. It also describes the evolution of the change management practice as it starts to mature. The Change Management Institute operates as a global leader in strengthening, connecting and advancing the change management profession. It is committed to assisting members in developing Capability, Credibility and Connections in their pursuit of professional excellence. The Change Management Institute is an independent professional organization that is uniquely positioned to promote and advance the interests of Change Management.