Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 145
Book Description
''Chrono'' Series
Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 145
Book Description
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 145
Book Description
Chrono Trigger
Author: Michael P. Williams
Publisher: Boss Fight Books
ISBN: 1940535018
Category : Computers
Languages : en
Pages : 123
Book Description
A deep dive into the classic SNES game many consider the high point in the entire RPG genre.
Publisher: Boss Fight Books
ISBN: 1940535018
Category : Computers
Languages : en
Pages : 123
Book Description
A deep dive into the classic SNES game many consider the high point in the entire RPG genre.
Music of the Final Fantasy Series
Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 257
Book Description
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 257
Book Description
Final Fantasy
Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 573
Book Description
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 573
Book Description
The Showman
Author:
Publisher:
ISBN:
Category : Amusements
Languages : en
Pages : 480
Book Description
Publisher:
ISBN:
Category : Amusements
Languages : en
Pages : 480
Book Description
Portable Moving Images
Author: Ricardo Cedeño Montaña
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110552906
Category : Art
Languages : en
Pages : 297
Book Description
This media history explores a series of portable small cameras, playback devices, and storage units that have made the production of film and video available to everyone. Covering several storage formats from 8mm films of the 1900s, through the analogue videotapes of the 1970s, to the compression algorithms of the 2000s, this work examines the effects that the shrinkage of complex machines, media formats, and processing operations has had on the dissemination of moving images. Using an archaeological approach to technical standards of media, the author provides a genealogy of portable storage formats for film, analog video, and digitally encoded video. This book is a step forward in decoding the storage media formats, which up to now have been the domain of highly specialised technicians.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110552906
Category : Art
Languages : en
Pages : 297
Book Description
This media history explores a series of portable small cameras, playback devices, and storage units that have made the production of film and video available to everyone. Covering several storage formats from 8mm films of the 1900s, through the analogue videotapes of the 1970s, to the compression algorithms of the 2000s, this work examines the effects that the shrinkage of complex machines, media formats, and processing operations has had on the dissemination of moving images. Using an archaeological approach to technical standards of media, the author provides a genealogy of portable storage formats for film, analog video, and digitally encoded video. This book is a step forward in decoding the storage media formats, which up to now have been the domain of highly specialised technicians.
Chronocity
Author: Dimitra Babalis
Publisher: Alinea Editrice
ISBN: 8860553466
Category : Architecture
Languages : en
Pages : 146
Book Description
Publisher: Alinea Editrice
ISBN: 8860553466
Category : Architecture
Languages : en
Pages : 146
Book Description
Super Power, Spoony Bards, and Silverware
Author: Dominic Arsenault
Publisher: MIT Press
ISBN: 0262036568
Category : Games & Activities
Languages : en
Pages : 238
Book Description
How the Super Nintendo Entertainment System embodied Nintendo’s s resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.
Publisher: MIT Press
ISBN: 0262036568
Category : Games & Activities
Languages : en
Pages : 238
Book Description
How the Super Nintendo Entertainment System embodied Nintendo’s s resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.
Newsletters on Stratigraphy
Author:
Publisher:
ISBN:
Category : Geology, Stratigraphic
Languages : en
Pages : 284
Book Description
Publisher:
ISBN:
Category : Geology, Stratigraphic
Languages : en
Pages : 284
Book Description
Game Preview
Author: Nicolae Sfetcu
Publisher: Nicolae Sfetcu
ISBN:
Category : Games & Activities
Languages : en
Pages : 825
Book Description
A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.
Publisher: Nicolae Sfetcu
ISBN:
Category : Games & Activities
Languages : en
Pages : 825
Book Description
A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.