The Video Game Industry

The Video Game Industry

Author: Peter Zackariasson

Publisher: Routledge

Published: 2012-08-21

Total Pages: 272

ISBN-13: 1136258248

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The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.


Book Synopsis The Video Game Industry by : Peter Zackariasson

Download or read book The Video Game Industry written by Peter Zackariasson and published by Routledge. This book was released on 2012-08-21 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.


Breaking Into the Game Industry

Breaking Into the Game Industry

Author: Brenda Brathwaite

Publisher: Course Technology

Published: 2012

Total Pages: 0

ISBN-13: 9781435458048

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Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.


Book Synopsis Breaking Into the Game Industry by : Brenda Brathwaite

Download or read book Breaking Into the Game Industry written by Brenda Brathwaite and published by Course Technology. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.


Women in Gaming: 100 Professionals of Play

Women in Gaming: 100 Professionals of Play

Author: Meagan Marie

Publisher: Penguin

Published: 2018-12-04

Total Pages: 354

ISBN-13: 0744019931

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Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.


Book Synopsis Women in Gaming: 100 Professionals of Play by : Meagan Marie

Download or read book Women in Gaming: 100 Professionals of Play written by Meagan Marie and published by Penguin. This book was released on 2018-12-04 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.


Gaming Industry

Gaming Industry

Author: IntroBooks

Publisher: Can Akdeniz

Published: 2019-01-12

Total Pages: 40

ISBN-13:

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Gaming is among the most convenient ways to relax the mind and for recreation. A number of people are the fan of gaming, and it can be seen often that people spend a lot of their time playing games. Technology has changed a lot, and it is progressively changing. There was a time when there were normal sets of games, such as Ludo or chess. These games were kept in homes to spend time or for recreation. Slowly, the computer was introduced, and everything changed. Many people are brought up playing hand video games, which were easy to carry and can be taken anywhere, than the remote controlling video games. The technology has changed a lot in the past 20 years, and there are still many things which have not been applied in the gaming industry. Many plans are there which have not been implemented. Gaming is loved by kids, youngsters, and elders, and these gaming fans take interest in the latest technologies of gaming.


Book Synopsis Gaming Industry by : IntroBooks

Download or read book Gaming Industry written by IntroBooks and published by Can Akdeniz. This book was released on 2019-01-12 with total page 40 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming is among the most convenient ways to relax the mind and for recreation. A number of people are the fan of gaming, and it can be seen often that people spend a lot of their time playing games. Technology has changed a lot, and it is progressively changing. There was a time when there were normal sets of games, such as Ludo or chess. These games were kept in homes to spend time or for recreation. Slowly, the computer was introduced, and everything changed. Many people are brought up playing hand video games, which were easy to carry and can be taken anywhere, than the remote controlling video games. The technology has changed a lot in the past 20 years, and there are still many things which have not been applied in the gaming industry. Many plans are there which have not been implemented. Gaming is loved by kids, youngsters, and elders, and these gaming fans take interest in the latest technologies of gaming.


Government and the Transformation of the Gaming Industry

Government and the Transformation of the Gaming Industry

Author: Richard McGowan

Publisher: Edward Elgar Publishing

Published: 2001-01-01

Total Pages: 142

ISBN-13: 184376296X

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During the 1990s the gambling industry transformed its image by referring to itself as the gaming industry . While critics of the industry scoffed at this transformation as merely a meaningless name change, it has had profound effects on the business and public policies that face the newly transformed gaming industry. The book is divided into three parts. The first part focuses on the historical and cultural forces that have shaped the new gaming industry. Emphasis is placed on the two types of games (agon games of skill, and alea games of chance). It is shown that the types of games a society embraces have a significant impact on whether gambling is permitted to enter the mainstream of the entertainment industry. The second part of the book analyzes how each segment (pari mutuel betting, lotteries and casinos) competes in the new industry. The political and social implications of gaming are the focus of the final part, which concludes with a series of recommendations that will enable the industry, public policy officials and anti gambling activists to construct policies that mitigate some of the problems associated with gambling. The book will be of particular interest to students, practitioners and scholars in public policy. It will also be pertinent to readers in economics, political science and business.


Book Synopsis Government and the Transformation of the Gaming Industry by : Richard McGowan

Download or read book Government and the Transformation of the Gaming Industry written by Richard McGowan and published by Edward Elgar Publishing. This book was released on 2001-01-01 with total page 142 pages. Available in PDF, EPUB and Kindle. Book excerpt: During the 1990s the gambling industry transformed its image by referring to itself as the gaming industry . While critics of the industry scoffed at this transformation as merely a meaningless name change, it has had profound effects on the business and public policies that face the newly transformed gaming industry. The book is divided into three parts. The first part focuses on the historical and cultural forces that have shaped the new gaming industry. Emphasis is placed on the two types of games (agon games of skill, and alea games of chance). It is shown that the types of games a society embraces have a significant impact on whether gambling is permitted to enter the mainstream of the entertainment industry. The second part of the book analyzes how each segment (pari mutuel betting, lotteries and casinos) competes in the new industry. The political and social implications of gaming are the focus of the final part, which concludes with a series of recommendations that will enable the industry, public policy officials and anti gambling activists to construct policies that mitigate some of the problems associated with gambling. The book will be of particular interest to students, practitioners and scholars in public policy. It will also be pertinent to readers in economics, political science and business.


Media Representations of Macau’s Gaming Industry in Greater China

Media Representations of Macau’s Gaming Industry in Greater China

Author: Yuxi Wu

Publisher: Springer Nature

Published: 2023-01-01

Total Pages: 154

ISBN-13: 9811977240

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This book is the first linguistic study that combines CL and CDA to compare the media representations of Macau’s gaming industry in English-language newspapers published in Mainland China, Hong Kong, and Macau. An analytical framework based on the notion of the extended units of meaning of a lexical item (Sinclair, 2004) is adopted to examine the ideological stances regarding Macau’s gaming industry among three English-language newspapers published in the three Chinese territories mentioned above by comparing the patterns of co-selection of shared and unique words and phraseologies. The book’s findings confirm that the news media in these three territories differ in their ideological stances. Moreover, the book offers readers a fresh perspective on Macau by exploring how the region and its gaming industry are represented in three news article corpora. Thus, it provides unique insights into the similarities and differences among these three territories. Further, the research suggests that the methods adopted in this book can be replicated to examine and compare the news and political discourses in a variety of contexts. Accordingly, the book represents a valuable resource not only for students majoring in linguistics, media studies, communication, journalism, etc., but also for researchers in the fields of corpus linguistics, critical discourse analysis, etc.


Book Synopsis Media Representations of Macau’s Gaming Industry in Greater China by : Yuxi Wu

Download or read book Media Representations of Macau’s Gaming Industry in Greater China written by Yuxi Wu and published by Springer Nature. This book was released on 2023-01-01 with total page 154 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the first linguistic study that combines CL and CDA to compare the media representations of Macau’s gaming industry in English-language newspapers published in Mainland China, Hong Kong, and Macau. An analytical framework based on the notion of the extended units of meaning of a lexical item (Sinclair, 2004) is adopted to examine the ideological stances regarding Macau’s gaming industry among three English-language newspapers published in the three Chinese territories mentioned above by comparing the patterns of co-selection of shared and unique words and phraseologies. The book’s findings confirm that the news media in these three territories differ in their ideological stances. Moreover, the book offers readers a fresh perspective on Macau by exploring how the region and its gaming industry are represented in three news article corpora. Thus, it provides unique insights into the similarities and differences among these three territories. Further, the research suggests that the methods adopted in this book can be replicated to examine and compare the news and political discourses in a variety of contexts. Accordingly, the book represents a valuable resource not only for students majoring in linguistics, media studies, communication, journalism, etc., but also for researchers in the fields of corpus linguistics, critical discourse analysis, etc.


Hong Kong Gaming Industry Investment and Business Guide

Hong Kong Gaming Industry Investment and Business Guide

Author: IBP USA

Publisher: Lulu.com

Published: 2009-03-20

Total Pages: 254

ISBN-13: 1438722125

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Hong Kong Gaming Industry Law and Regulations Handbook


Book Synopsis Hong Kong Gaming Industry Investment and Business Guide by : IBP USA

Download or read book Hong Kong Gaming Industry Investment and Business Guide written by IBP USA and published by Lulu.com. This book was released on 2009-03-20 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hong Kong Gaming Industry Law and Regulations Handbook


Press Reset

Press Reset

Author: Jason Schreier

Publisher:

Published: 2021

Total Pages: 301

ISBN-13: 9781538735497

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Based on dozens of firsthand interviews and covering the development of landmark games including Bioshock: Infinite, Epic Mickey, Dead Space, and more, and through the studios' shocking closures, this book will tell the stories of how real people are affected by game studio shutdowns, and how and if they recover


Book Synopsis Press Reset by : Jason Schreier

Download or read book Press Reset written by Jason Schreier and published by . This book was released on 2021 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: Based on dozens of firsthand interviews and covering the development of landmark games including Bioshock: Infinite, Epic Mickey, Dead Space, and more, and through the studios' shocking closures, this book will tell the stories of how real people are affected by game studio shutdowns, and how and if they recover


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.


US Indian Reservations Casino Gaming Industry Investment and Business Guide

US Indian Reservations Casino Gaming Industry Investment and Business Guide

Author: IBP USA

Publisher: Lulu.com

Published: 2009-03-30

Total Pages: 264

ISBN-13: 1438754973

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US Indian Reservations Casino Gaming Investment and Business Guide - Strategic and Practical Information


Book Synopsis US Indian Reservations Casino Gaming Industry Investment and Business Guide by : IBP USA

Download or read book US Indian Reservations Casino Gaming Industry Investment and Business Guide written by IBP USA and published by Lulu.com. This book was released on 2009-03-30 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: US Indian Reservations Casino Gaming Investment and Business Guide - Strategic and Practical Information