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!

Book for the Electronic Arts

Book for the Electronic Arts PDF Author: Arjen Mulder
Publisher: V2_ publishing
ISBN: 906617255X
Category : Art and electronics
Languages : en
Pages : 188

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Book Description


EA: Celebrating 25 Years of Interactive Entertainment

EA: Celebrating 25 Years of Interactive Entertainment PDF Author: Joe Funk
Publisher: Prima Games
ISBN: 9780761558392
Category : Games & Activities
Languages : en
Pages : 176

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Book Description
• This photo-rich, high-quality coffee table book will take a visually intensive look at the first 25 years of the world's leading entertainment software publisher, and will include exclusive photos, ads, and box art from EA's company archives. • DVD featuring studio visits, executive interviews, "making of" vignettes, and much more. • Old-school gamers will appreciate the history. Young gamers will learn how EA became EA. • Superior production values ensure fans will want to keep this handsome volume for years to come.

Understanding Video Games

Understanding Video Games PDF Author: Simon Egenfeldt-Nielsen
Publisher: Routledge
ISBN: 1135868794
Category : Games & Activities
Languages : en
Pages : 302

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Book Description
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.

Big Data in Practice

Big Data in Practice PDF Author: Bernard Marr
Publisher: John Wiley & Sons
ISBN: 1119231396
Category : Business & Economics
Languages : en
Pages : 320

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Book Description
The best-selling author of Big Data is back, this time with a unique and in-depth insight into how specific companies use big data. Big data is on the tip of everyone's tongue. Everyone understands its power and importance, but many fail to grasp the actionable steps and resources required to utilise it effectively. This book fills the knowledge gap by showing how major companies are using big data every day, from an up-close, on-the-ground perspective. From technology, media and retail, to sport teams, government agencies and financial institutions, learn the actual strategies and processes being used to learn about customers, improve manufacturing, spur innovation, improve safety and so much more. Organised for easy dip-in navigation, each chapter follows the same structure to give you the information you need quickly. For each company profiled, learn what data was used, what problem it solved and the processes put it place to make it practical, as well as the technical details, challenges and lessons learned from each unique scenario. Learn how predictive analytics helps Amazon, Target, John Deere and Apple understand their customers Discover how big data is behind the success of Walmart, LinkedIn, Microsoft and more Learn how big data is changing medicine, law enforcement, hospitality, fashion, science and banking Develop your own big data strategy by accessing additional reading materials at the end of each chapter

The Literariness of Media Art

The Literariness of Media Art PDF Author: Claudia Benthien
Publisher: Routledge
ISBN: 1351608703
Category : Social Science
Languages : en
Pages : 400

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Book Description
The beginning of the 20th century saw literary scholars from Russia positing a new definition for the nature of literature. Within the framework of Russian Formalism, the term ‘literariness’ was coined. The driving force behind this theoretical inquiry was the desire to identify literature—and art in general—as a way of revitalizing human perception, which had been numbed by the automatization of everyday life. The transformative power of ‘literariness’ is made manifest in many media artworks by renowned artists such as Chantal Akerman, Mona Hatoum, Gary Hill, Jenny Holzer, William Kentridge, Nalini Malani, Bruce Nauman, Martha Rosler, and Lawrence Weiner. The authors use literariness as a tool to analyze the aesthetics of spoken or written language within experimental film, video performance, moving image installations, and other media-based art forms. This volume uses as its foundation the Russian Formalist school of literary theory, with the goal of extending these theories to include contemporary concepts in film and media studies, such as Neoformalism, intermediality, remediation, and postdrama.

StarCraft

StarCraft PDF Author: Simon Dor
Publisher: University of Michigan Press
ISBN: 0472904450
Category : Social Science
Languages : en
Pages : 165

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Book Description
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game’s unanticipated effect by delving into the history of the game and the two core competencies it encouraged: decoding and foreseeing. Although StarCraft was not designed as an e-sport, its role in developing foreseeing skills helped give rise to one of the earliest e-sport communities in South Korea. Apart from the game’s clear landmark status, StarCraft offers a unique insight into changes in gaming culture and, more broadly, the marketability and profit of previously niche areas of interest. The book places StarCraft in the history of real-time strategy games in the 1990s—Dune II, Command & Conquer, Age of Empires—in terms of visual style, narrative tropes, and control. It shows how design decisions, technological infrastructures, and a strong contribution from its gaming community through Battle.net and its campaign editor were necessary conditions for the flexibility it needed to grow its success. In exploring the fanatic clusters of competitive players who formed the first tournaments and professionalized gaming, StarCraft shows that the game was key to the transition towards foreseeing play and essential to competitive gaming and e-sports.

Final Fantasy

Final Fantasy PDF Author:
Publisher: PediaPress
ISBN:
Category :
Languages : en
Pages : 573

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Book Description


The Corporate Directory of US Public Companies 1995

The Corporate Directory of US Public Companies 1995 PDF Author: Elizabeth Walsh
Publisher: Springer
ISBN: 1349138908
Category : Business & Economics
Languages : en
Pages : 2657

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Book Description
This valuable and accessible work provides comprehensive information on America's top public companies, listing over 10,000 publicly traded companies from the New York, NASDAQ and OTC exchanges. All companies have assets of more than $5 million and are filed with the SEC. Each entry describes business activity, 5 year sales, income, earnings per share, assets and liabilities. Senior employees, major shareholders and directors are also named. The seven indices give an unrivalled access to the information.

Need for Speed

Need for Speed PDF Author: Prima Temp Authors
Publisher: Prima Games
ISBN: 0761550976
Category : Games & Activities
Languages : en
Pages : 162

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Book Description
· Trick out your car with the ultimate performance upgrades · Pursuit secrets exposed · All regular, bonus, and Black Edition car stats uncovered · Details on all 15 Blacklist Bosses · Everything you need to know about career mode · All track maps enclosed · Behind the scenes with Josie Maran · Massive pullout world map & poster