Game Machines 1972-2012 ¿ the Encyclopedia of Consoles, Handhelds and Home Computers

Game Machines 1972-2012 ¿ the Encyclopedia of Consoles, Handhelds and Home Computers

Author: Winnie Forster

Publisher:

Published: 2011-12-05

Total Pages: 248

ISBN-13: 9780987830500

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Book Synopsis Game Machines 1972-2012 ¿ the Encyclopedia of Consoles, Handhelds and Home Computers by : Winnie Forster

Download or read book Game Machines 1972-2012 ¿ the Encyclopedia of Consoles, Handhelds and Home Computers written by Winnie Forster and published by . This book was released on 2011-12-05 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt:


The Encyclopedia of Game Machines

The Encyclopedia of Game Machines

Author: Winnie Forster

Publisher: Winnie Forster Gameplan

Published: 2005

Total Pages: 0

ISBN-13: 9783000153594

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From Atari to Sega, from Apple to Nintendo DS, this full colour book takes not a regional, or European, but a global view on 33 years of onscreen fun and interaction and presents hardware from Japan, USA, UK, France, Germany and Korea, along with classic software in its authentic, pixellated glory. Including over 600 pictures, exclusively shot for Game.Machines, the book contains extensive indices, as well as 20 pages of technical data and explanations. This greatly enhanced and revised edition provides a time journey across the video game era: from the 4-bit beginnings to the broadband future. More than 400 dream machines and million sellers, bizarre slip-ups and exotic variants are profiled in full colour chapters with extensive appendixes.


Book Synopsis The Encyclopedia of Game Machines by : Winnie Forster

Download or read book The Encyclopedia of Game Machines written by Winnie Forster and published by Winnie Forster Gameplan. This book was released on 2005 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: From Atari to Sega, from Apple to Nintendo DS, this full colour book takes not a regional, or European, but a global view on 33 years of onscreen fun and interaction and presents hardware from Japan, USA, UK, France, Germany and Korea, along with classic software in its authentic, pixellated glory. Including over 600 pictures, exclusively shot for Game.Machines, the book contains extensive indices, as well as 20 pages of technical data and explanations. This greatly enhanced and revised edition provides a time journey across the video game era: from the 4-bit beginnings to the broadband future. More than 400 dream machines and million sellers, bizarre slip-ups and exotic variants are profiled in full colour chapters with extensive appendixes.


One Up

One Up

Author: Joost van Dreunen

Publisher: Columbia University Press

Published: 2020-10-06

Total Pages: 317

ISBN-13: 0231552211

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What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.


Book Synopsis One Up by : Joost van Dreunen

Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.


Video Games Around the World

Video Games Around the World

Author: Mark J. P. Wolf

Publisher: MIT Press

Published: 2015-05-22

Total Pages: 715

ISBN-13: 0262328496

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Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela


Book Synopsis Video Games Around the World by : Mark J. P. Wolf

Download or read book Video Games Around the World written by Mark J. P. Wolf and published by MIT Press. This book was released on 2015-05-22 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela


Game Trivia Catechism

Game Trivia Catechism

Author: Thuyen Nguyen

Publisher: Thuyen Nguyen

Published: 2015-02-19

Total Pages: 126

ISBN-13:

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Al doesn't know why his cousin Sally would pay for his trip home, but he readily accepts. Little does he know though that she's secretly entered him into the King of Game Trivia Tournament and expects him to score the ten-thousand dollar grand prize. Unprepared for competition, can Al do what it takes to win while keeping sane of Sally's ever-increasing demands at the same time? Game Trivia Catechism (also known as The King of Game Trivia) is a story by a gamer for gamers; a fun-filled and unique journey into gaming culture.


Book Synopsis Game Trivia Catechism by : Thuyen Nguyen

Download or read book Game Trivia Catechism written by Thuyen Nguyen and published by Thuyen Nguyen. This book was released on 2015-02-19 with total page 126 pages. Available in PDF, EPUB and Kindle. Book excerpt: Al doesn't know why his cousin Sally would pay for his trip home, but he readily accepts. Little does he know though that she's secretly entered him into the King of Game Trivia Tournament and expects him to score the ten-thousand dollar grand prize. Unprepared for competition, can Al do what it takes to win while keeping sane of Sally's ever-increasing demands at the same time? Game Trivia Catechism (also known as The King of Game Trivia) is a story by a gamer for gamers; a fun-filled and unique journey into gaming culture.


Curious Video Game Machines

Curious Video Game Machines

Author: Lewis Packwood

Publisher: White Owl

Published: 2023-11-30

Total Pages: 499

ISBN-13: 1399073788

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The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.


Book Synopsis Curious Video Game Machines by : Lewis Packwood

Download or read book Curious Video Game Machines written by Lewis Packwood and published by White Owl. This book was released on 2023-11-30 with total page 499 pages. Available in PDF, EPUB and Kindle. Book excerpt: The story of video games is often told as the successive rise of computers and consoles from famous names like Atari, Commodore, Nintendo, Sega, Sony and Microsoft. But beyond this familiar tale, there’s a whole world of weird and wonderful gaming machines that seldom get talked about. Curious Video Game Machines reveals the fascinating stories behind a bevy of rare and unusual consoles, computers and coin-ops – like Kimtanktics, a 1970s wargame computer made out of calculator parts, or the suite of Korea-exclusive consoles made by car manufacturer Daewoo. Then there’s the Casio Loopy, a 1990s console that doubled up as a sticker printer, the RDI Halcyon, a 1985 LaserDisc-based machine that could recognize your voice, and the Interton VC 4000, a German console made by a hearing-aid company, as well as a range of bizarre arcade machines, from early attempts at virtual reality to pedal-powered flying contraptions. There are tales of missed opportunities, like the astonishingly powerful Enterprise 64 computer, which got caught in development hell and arrived too late to make an impact on the British microcomputer market. And there are tales of little-known triumphs, like the Galaksija DIY computer kit that introduced a whole generation of Yugoslavians to computing before the country became engulfed by war. Featuring exclusive interviews with creators, developers and collectors, Curious Video Game Machines finally shines a light on the forgotten corners of video-game history.


Nintendo

Nintendo

Author: Mary Firestone

Publisher: ABDO

Published: 2011

Total Pages: 116

ISBN-13: 9781617148095

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Examines the company Nintendo and the people who took it from a card company to a leader in the video gaming world.


Book Synopsis Nintendo by : Mary Firestone

Download or read book Nintendo written by Mary Firestone and published by ABDO. This book was released on 2011 with total page 116 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines the company Nintendo and the people who took it from a card company to a leader in the video gaming world.


The New Digital Storytelling

The New Digital Storytelling

Author: Bryan Alexander

Publisher: Bloomsbury Publishing USA

Published: 2011-04-07

Total Pages: 296

ISBN-13: 0313387508

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This book surveys the many ways of telling stories with digital technology, including blogging, gaming, social media, podcasts, and Web video. Digital storytelling uses new media tools and platforms to tell stories. The second wave of digital storytelling started in the 1990s with the rise of popular video production, then progressed in the new century to encompass newer, social media technologies. The New Digital Storytelling: Creating Narratives with New Media is the first book that gathers these new, old, and emergent practices in one place, and provides a historical context for these methods. Author Bryan Alexander explains the modern expression of the ancient art of storytelling, weaving images, text, audio, video, and music together. Alexander draws upon the latest technologies, insights from the latest scholarship, and his own extensive experience to describe the narrative creation process with personal video, blogs, podcasts, digital imagery, multimedia games, social media, and augmented reality—all platforms that offer new pathways for creativity, interactivity, and self-expression.


Book Synopsis The New Digital Storytelling by : Bryan Alexander

Download or read book The New Digital Storytelling written by Bryan Alexander and published by Bloomsbury Publishing USA. This book was released on 2011-04-07 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book surveys the many ways of telling stories with digital technology, including blogging, gaming, social media, podcasts, and Web video. Digital storytelling uses new media tools and platforms to tell stories. The second wave of digital storytelling started in the 1990s with the rise of popular video production, then progressed in the new century to encompass newer, social media technologies. The New Digital Storytelling: Creating Narratives with New Media is the first book that gathers these new, old, and emergent practices in one place, and provides a historical context for these methods. Author Bryan Alexander explains the modern expression of the ancient art of storytelling, weaving images, text, audio, video, and music together. Alexander draws upon the latest technologies, insights from the latest scholarship, and his own extensive experience to describe the narrative creation process with personal video, blogs, podcasts, digital imagery, multimedia games, social media, and augmented reality—all platforms that offer new pathways for creativity, interactivity, and self-expression.


Ethical and Social Issues in the Information Age

Ethical and Social Issues in the Information Age

Author: Joseph M. Kizza

Publisher: Springer Science & Business Media

Published: 2013-03-09

Total Pages: 181

ISBN-13: 1475729502

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An introduction to the social and policy issues which have arisen as a result of IT. Whilst it assumes a modest familiarity with computers, the book provides a guide to the issues suitable for undergraduates. In doing so, the author prompts students to consider questions such as: * How do morality and the law relate to each other? * What should be covered in a professional code of conduct for information technology professionals? * What are the ethical issues relating to copying software? * Is electronic monitoring o employees wrong? * What are the moral codes of cyberspace? Throughout, the book shows how in many ways the technological development is outpacing the ability of our legal systems, and how different paradigms applied to ethical questions often proffer conflicting conclusions. As a result, students will find this a thought-provoking and valuable survey of the new and difficult ethical questions posed by the Internet, artificial intelligence, and virtual reality.


Book Synopsis Ethical and Social Issues in the Information Age by : Joseph M. Kizza

Download or read book Ethical and Social Issues in the Information Age written by Joseph M. Kizza and published by Springer Science & Business Media. This book was released on 2013-03-09 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: An introduction to the social and policy issues which have arisen as a result of IT. Whilst it assumes a modest familiarity with computers, the book provides a guide to the issues suitable for undergraduates. In doing so, the author prompts students to consider questions such as: * How do morality and the law relate to each other? * What should be covered in a professional code of conduct for information technology professionals? * What are the ethical issues relating to copying software? * Is electronic monitoring o employees wrong? * What are the moral codes of cyberspace? Throughout, the book shows how in many ways the technological development is outpacing the ability of our legal systems, and how different paradigms applied to ethical questions often proffer conflicting conclusions. As a result, students will find this a thought-provoking and valuable survey of the new and difficult ethical questions posed by the Internet, artificial intelligence, and virtual reality.


Managing Electronic Media

Managing Electronic Media

Author: Joan Van Tassel

Publisher: Taylor & Francis

Published: 2012-09-10

Total Pages: 434

ISBN-13: 1136031618

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This college-level media management textbook reflects the changes in the media industries that have occurred in the past decade. Today's managers must address new issues that their predecessors never faced, from the threats of professional piracy and casual copying of digital media products, to global networks, on-demand consumption, and changing business models. The book explains the new new vocabulary of media moguls, such as bandwidth, digital rights management, customer relations management, distributed work groups, centralized broadcast operations, automated playlists, server-based playout, repurposing, mobisodes, TV-to-DVD, and content management. The chapters logically unfold the ways that managers are evolving their practices to make content, market it, and deliver it to consumers in a competitive, global digital marketplace. In addition to media companies, this book covers management processes that extend to all content-producing organizations, because today's students are as likely to produce high-quality video and Web video for ABC Computer Sales as they are for the ABC Entertainment Television Network.


Book Synopsis Managing Electronic Media by : Joan Van Tassel

Download or read book Managing Electronic Media written by Joan Van Tassel and published by Taylor & Francis. This book was released on 2012-09-10 with total page 434 pages. Available in PDF, EPUB and Kindle. Book excerpt: This college-level media management textbook reflects the changes in the media industries that have occurred in the past decade. Today's managers must address new issues that their predecessors never faced, from the threats of professional piracy and casual copying of digital media products, to global networks, on-demand consumption, and changing business models. The book explains the new new vocabulary of media moguls, such as bandwidth, digital rights management, customer relations management, distributed work groups, centralized broadcast operations, automated playlists, server-based playout, repurposing, mobisodes, TV-to-DVD, and content management. The chapters logically unfold the ways that managers are evolving their practices to make content, market it, and deliver it to consumers in a competitive, global digital marketplace. In addition to media companies, this book covers management processes that extend to all content-producing organizations, because today's students are as likely to produce high-quality video and Web video for ABC Computer Sales as they are for the ABC Entertainment Television Network.