Author: Dean Takahashi
Publisher: Lulu.com
ISBN: 9780977784219
Category : Games
Languages : en
Pages : 404
Book Description
"The Xbox 360 Uncloaked" is the result of more than a hundred interviews, many at the highest levels of Microsoft, as well as countless months of independent investigative reporting. With unprecedented access, San Jose Mercury News Technology and Gaming Writer Dean Takahashi goes beyond the official story to reveal a true insider's look at the creation of the XBox 360 and Microsoft's multi-billion dollar gamble to become a leading force in the global video game industry. Sony, Nintendo, Electronic Arts, the entire Microsoft Xbox 360 team, and the industry's most celebrated game developers -- all of the major players are included in this captivating book.
The Xbox 360 Uncloaked
Author: Dean Takahashi
Publisher: Lulu.com
ISBN: 9780977784219
Category : Games
Languages : en
Pages : 404
Book Description
"The Xbox 360 Uncloaked" is the result of more than a hundred interviews, many at the highest levels of Microsoft, as well as countless months of independent investigative reporting. With unprecedented access, San Jose Mercury News Technology and Gaming Writer Dean Takahashi goes beyond the official story to reveal a true insider's look at the creation of the XBox 360 and Microsoft's multi-billion dollar gamble to become a leading force in the global video game industry. Sony, Nintendo, Electronic Arts, the entire Microsoft Xbox 360 team, and the industry's most celebrated game developers -- all of the major players are included in this captivating book.
Publisher: Lulu.com
ISBN: 9780977784219
Category : Games
Languages : en
Pages : 404
Book Description
"The Xbox 360 Uncloaked" is the result of more than a hundred interviews, many at the highest levels of Microsoft, as well as countless months of independent investigative reporting. With unprecedented access, San Jose Mercury News Technology and Gaming Writer Dean Takahashi goes beyond the official story to reveal a true insider's look at the creation of the XBox 360 and Microsoft's multi-billion dollar gamble to become a leading force in the global video game industry. Sony, Nintendo, Electronic Arts, the entire Microsoft Xbox 360 team, and the industry's most celebrated game developers -- all of the major players are included in this captivating book.
Opening the XBox
Author: Dean Takahashi
Publisher: Prima Lifestyles
ISBN:
Category : Business & Economics
Languages : en
Pages : 400
Book Description
Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?".
Publisher: Prima Lifestyles
ISBN:
Category : Business & Economics
Languages : en
Pages : 400
Book Description
Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?".
Innovation and Marketing in the Video Game Industry
Author: David Wesley
Publisher: CRC Press
ISBN: 131711650X
Category : Business & Economics
Languages : en
Pages : 279
Book Description
Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.
Publisher: CRC Press
ISBN: 131711650X
Category : Business & Economics
Languages : en
Pages : 279
Book Description
Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.
The Videogame Style Guide and Reference Manual
Author: Kyle Orland
Publisher: Lulu.com
ISBN: 1430313056
Category : Games & Activities
Languages : en
Pages : 107
Book Description
Journalists, stop playing guessing games! Inside the answers to your most pressing questions await: Videogame, one word or two? Xbox, XBox or X-box? What defines a good game review? Fitting neatly between The AP Stylebook and Wired Style, The Videogame Style Guide and Reference Manual is the ultimate resource for game journalists and the first volume to definitively catalogue the breathtaking multibillion-dollar game industry from A to Z. Includes official International Game Journalists Association rules for grammar, spelling, usage, capitalization and abbreviations, plus proven tips and guidelines for producing polished, professional prose about the world's most exciting entertainment biz. Exploring the field from yesterday's humble origins to tomorrow's hottest trends, The Videogame Style Guide and Reference Manual contains all the tools you need to realize a distinguished career in game journalism.
Publisher: Lulu.com
ISBN: 1430313056
Category : Games & Activities
Languages : en
Pages : 107
Book Description
Journalists, stop playing guessing games! Inside the answers to your most pressing questions await: Videogame, one word or two? Xbox, XBox or X-box? What defines a good game review? Fitting neatly between The AP Stylebook and Wired Style, The Videogame Style Guide and Reference Manual is the ultimate resource for game journalists and the first volume to definitively catalogue the breathtaking multibillion-dollar game industry from A to Z. Includes official International Game Journalists Association rules for grammar, spelling, usage, capitalization and abbreviations, plus proven tips and guidelines for producing polished, professional prose about the world's most exciting entertainment biz. Exploring the field from yesterday's humble origins to tomorrow's hottest trends, The Videogame Style Guide and Reference Manual contains all the tools you need to realize a distinguished career in game journalism.
Bastard Culture!
Author: Mirko Tobias Schäfer
Publisher: Amsterdam University Press
ISBN: 9089642560
Category : Performing Arts
Languages : en
Pages : 251
Book Description
The computer and particularly the Internet have been represented as enabling technologies, turning consumers into users and users into producers. The unfolding online cultural production by users has been framed enthusiastically as participatory culture. But while many studies of user activities and the use of the Internet tend to romanticize emerging media practices, this book steps beyond the usual framework and analyzes user participation in the context of accompanying popular and scholarly discourse, as well as the material aspects of design, and their relation to the practices of design and appropriation.
Publisher: Amsterdam University Press
ISBN: 9089642560
Category : Performing Arts
Languages : en
Pages : 251
Book Description
The computer and particularly the Internet have been represented as enabling technologies, turning consumers into users and users into producers. The unfolding online cultural production by users has been framed enthusiastically as participatory culture. But while many studies of user activities and the use of the Internet tend to romanticize emerging media practices, this book steps beyond the usual framework and analyzes user participation in the context of accompanying popular and scholarly discourse, as well as the material aspects of design, and their relation to the practices of design and appropriation.
Skunk Works
Author: Leo Janos
Publisher: Little, Brown
ISBN: 031624693X
Category : History
Languages : en
Pages : 273
Book Description
This classic history of America's high-stakes quest to dominate the skies is "a gripping technothriller in which the technology is real" (New York Times Book Review). From the development of the U-2 to the Stealth fighter, Skunk Works is the true story of America's most secret and successful aerospace operation. As recounted by Ben Rich, the operation's brilliant boss for nearly two decades, the chronicle of Lockheed's legendary Skunk Works is a drama of Cold War confrontations and Gulf War air combat, of extraordinary feats of engineering and human achievement against fantastic odds. Here are up-close portraits of the maverick band of scientists and engineers who made the Skunk Works so renowned. Filled with telling personal anecdotes and high adventure, with narratives from the CIA and from Air Force pilots who flew the many classified, risky missions, this book is a riveting portrait of the most spectacular aviation triumphs of the twentieth century. "Thoroughly engrossing." --Los Angeles Times Book Review
Publisher: Little, Brown
ISBN: 031624693X
Category : History
Languages : en
Pages : 273
Book Description
This classic history of America's high-stakes quest to dominate the skies is "a gripping technothriller in which the technology is real" (New York Times Book Review). From the development of the U-2 to the Stealth fighter, Skunk Works is the true story of America's most secret and successful aerospace operation. As recounted by Ben Rich, the operation's brilliant boss for nearly two decades, the chronicle of Lockheed's legendary Skunk Works is a drama of Cold War confrontations and Gulf War air combat, of extraordinary feats of engineering and human achievement against fantastic odds. Here are up-close portraits of the maverick band of scientists and engineers who made the Skunk Works so renowned. Filled with telling personal anecdotes and high adventure, with narratives from the CIA and from Air Force pilots who flew the many classified, risky missions, this book is a riveting portrait of the most spectacular aviation triumphs of the twentieth century. "Thoroughly engrossing." --Los Angeles Times Book Review
Mainstreaming and Game Journalism
Author: David B. Nieborg
Publisher: MIT Press
ISBN: 0262546280
Category : Social Science
Languages : en
Pages : 219
Book Description
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession. Mainstreaming and Game Journalism also examines the bumpy process of what we think of as “mainstreaming.” The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance.
Publisher: MIT Press
ISBN: 0262546280
Category : Social Science
Languages : en
Pages : 219
Book Description
Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession. Mainstreaming and Game Journalism also examines the bumpy process of what we think of as “mainstreaming.” The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance.
Real-World Media Ethics
Author: Philippe Perebinossoff
Publisher: CRC Press
ISBN: 1136032665
Category : Business & Economics
Languages : en
Pages : 351
Book Description
The Los Angeles Times recently reported that the word "integrity was the most looked up word on Merriam-Webster's online dictionary, suggesting that people are looking for guidance in a scandal-driven world. Issues of ethics and the media continue to dominate our awareness and present real challenges in our day-to-day work. This book shows the ethical decision-making process in action using tools of critical analysis and evaluation. Real-World Media Ethics is written in a friendly and approachable voice. It succeeds in offering an honest, frontline-aware and realistic sense of the ethical situations faced by entertainment and journalism professionals every day-in the real world. Most of the other books about media ethics focus mostly on journalism; this book, however, covers not just journalistic ethics but also ethics in the landscape of mass media, including public relations, the entertainment industry, and other forms of visual communication. The author includes numerous case studies about current headlines that readers will already be familiar with, providing realistic and engaging scenarios about when, how, and why ethics count.
Publisher: CRC Press
ISBN: 1136032665
Category : Business & Economics
Languages : en
Pages : 351
Book Description
The Los Angeles Times recently reported that the word "integrity was the most looked up word on Merriam-Webster's online dictionary, suggesting that people are looking for guidance in a scandal-driven world. Issues of ethics and the media continue to dominate our awareness and present real challenges in our day-to-day work. This book shows the ethical decision-making process in action using tools of critical analysis and evaluation. Real-World Media Ethics is written in a friendly and approachable voice. It succeeds in offering an honest, frontline-aware and realistic sense of the ethical situations faced by entertainment and journalism professionals every day-in the real world. Most of the other books about media ethics focus mostly on journalism; this book, however, covers not just journalistic ethics but also ethics in the landscape of mass media, including public relations, the entertainment industry, and other forms of visual communication. The author includes numerous case studies about current headlines that readers will already be familiar with, providing realistic and engaging scenarios about when, how, and why ethics count.
From Silicon Valley to Shenzhen
Author: Boy Lüthje
Publisher: Rowman & Littlefield
ISBN: 0742568490
Category : Computers
Languages : en
Pages : 278
Book Description
This seminal study explores the significant changes in the global IT industry as production has shifted from the developed world to massive sites in the developing world that house hundreds of thousands of workers in appalling low-wage conditions to minimize labor costs. The authors trace the development of the new networks of globalized mass production in the IT industry and the reorganization of work since the 1990s, capturing the systemic nature of an industry-wide restructuring of production and work in the global context. Their wide-ranging and detailed analysis takes the debates on the globalization of production beyond narrow perspectives of determining criteria of “success” for participation in global networks. Rather, they emphasize the changing nature of work, employment relations, and labor policies and their implications for the possibilities of sustainable economic and social development.
Publisher: Rowman & Littlefield
ISBN: 0742568490
Category : Computers
Languages : en
Pages : 278
Book Description
This seminal study explores the significant changes in the global IT industry as production has shifted from the developed world to massive sites in the developing world that house hundreds of thousands of workers in appalling low-wage conditions to minimize labor costs. The authors trace the development of the new networks of globalized mass production in the IT industry and the reorganization of work since the 1990s, capturing the systemic nature of an industry-wide restructuring of production and work in the global context. Their wide-ranging and detailed analysis takes the debates on the globalization of production beyond narrow perspectives of determining criteria of “success” for participation in global networks. Rather, they emphasize the changing nature of work, employment relations, and labor policies and their implications for the possibilities of sustainable economic and social development.
Debugging Game History
Author: Henry Lowood
Publisher: MIT Press
ISBN: 0262551101
Category : Games & Activities
Languages : en
Pages : 465
Book Description
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf
Publisher: MIT Press
ISBN: 0262551101
Category : Games & Activities
Languages : en
Pages : 465
Book Description
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf