Introduction To The Game Industry
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Author |
: Michael E. Moore |
Publisher |
: Prentice Hall |
Total Pages |
: 766 |
Release |
: 2007 |
ISBN-10 |
: UCSC:32106019038741 |
ISBN-13 |
: |
Rating |
: 4/5 (41 Downloads) |
Synopsis Introduction to the Game Industry by : Michael E. Moore
This book "gives you a complete overview of how to create and market electronic games. You learn how the process works: from creating an idea for a game; describing the game concept in production documents ; building game assets such as artwork, game data, and code; to final packaging and marketing of the product. Author Michael Moore provides comprehensive coverage of key game-industry concepts such as the elements of gameplay, interface design, storytelling, and the economics of producing a successful game." - back cover.
Author |
: Andy Bossom |
Publisher |
: Bloomsbury Publishing |
Total Pages |
: 209 |
Release |
: 2017-07-06 |
ISBN-10 |
: 9781474255424 |
ISBN-13 |
: 1474255426 |
Rating |
: 4/5 (24 Downloads) |
Synopsis Video Games by : Andy Bossom
A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.
Author |
: Brenda Brathwaite |
Publisher |
: Course Technology |
Total Pages |
: 0 |
Release |
: 2012 |
ISBN-10 |
: 1435458044 |
ISBN-13 |
: 9781435458048 |
Rating |
: 4/5 (44 Downloads) |
Synopsis Breaking Into the Game Industry by : Brenda Brathwaite
Provides an overview of the game industry and offers advice from experienced professionals on entering the video game industry.
Author |
: Judd Ruggill |
Publisher |
: Taylor & Francis |
Total Pages |
: 393 |
Release |
: 2016-11-03 |
ISBN-10 |
: 9781134076512 |
ISBN-13 |
: 1134076517 |
Rating |
: 4/5 (12 Downloads) |
Synopsis Inside the Video Game Industry by : Judd Ruggill
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www.routledge.com/9780415828284.
Author |
: Steve Rabin |
Publisher |
: |
Total Pages |
: 980 |
Release |
: 2010 |
ISBN-10 |
: 0840031033 |
ISBN-13 |
: 9780840031037 |
Rating |
: 4/5 (33 Downloads) |
Synopsis Introduction to Game Development by : Steve Rabin
Based on the most recent curriculum guidelines of the IGDA, updated in 2008, "Introduction to Game Development, Second Edition" surveys all aspects of the theory and practice of game development, design, and production. Divided into seven independent parts: Critical Game Studies, Game Design, Game Programming (Languages and Architecture), Game Programming Mathematics, Collision Detection, and Physics), Game Programming (Graphics, Animation, Artificial Intelligence, Audio, and Networking), Audio Visual Design and Production, and Game Production and the Business of Games, it features contributions from twenty seven of the leading game developers, programmers, and designers. A must-have resource for anyone looking to understand the entire game development process, the accompanying CD-ROM includes tutorials, animations, images, demos, source code, and PowerPoint lecture slides that reinforce the concepts presented in the book.
Author |
: Simon Egenfeldt-Nielsen |
Publisher |
: Routledge |
Total Pages |
: 405 |
Release |
: 2015-12-07 |
ISBN-10 |
: 9781317533122 |
ISBN-13 |
: 1317533127 |
Rating |
: 4/5 (22 Downloads) |
Synopsis Understanding Video Games by : Simon Egenfeldt-Nielsen
Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.
Author |
: Peter Zackariasson |
Publisher |
: Routledge |
Total Pages |
: 272 |
Release |
: 2012-08-21 |
ISBN-10 |
: 9781136258244 |
ISBN-13 |
: 1136258248 |
Rating |
: 4/5 (44 Downloads) |
Synopsis The Video Game Industry by : Peter Zackariasson
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.
Author |
: Joseph Saulter |
Publisher |
: McGraw-Hill Companies |
Total Pages |
: 0 |
Release |
: 2007 |
ISBN-10 |
: 0073403008 |
ISBN-13 |
: 9780073403007 |
Rating |
: 4/5 (08 Downloads) |
Synopsis Introduction to Video Game Design and Development by : Joseph Saulter
Author |
: Simon Egenfeldt-Nielsen |
Publisher |
: Routledge |
Total Pages |
: 338 |
Release |
: 2013-04-26 |
ISBN-10 |
: 9781136300424 |
ISBN-13 |
: 1136300422 |
Rating |
: 4/5 (24 Downloads) |
Synopsis Understanding Video Games by : Simon Egenfeldt-Nielsen
This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies. Understanding Video Games, 2nd Edition is an essential read for newcomers to video game studies and experienced game scholars alike. This follow-up to the pioneering first edition takes video game studies into the next decade of the twenty-first century, highlighting changes in the game business, advances in video game scholarship, and recent trends in game design and development—including mobile, social, and casual gaming. In Understanding Video Games, 2nd Edition students will: Assess the major theories used to analyze games, such as ludology and narratology Gain familiarity with the commercial and organizational aspects of the game industry Trace the history of video games from Pong to Playstation 3 and beyond Explore the aesthetics of game design Evaluate the cultural position of video games Consider the potential effects of both violent and "serious" games. Extensively illustrated, and featuring discussion questions, a glossary of key terms, and a detailed video game history timeline (including an interactive online version), Understanding Video Games, 2nd Edition is an indispensable resource for anyone interested in examining the ways video games are reshaping entertainment and society.
Author |
: Joost van Dreunen |
Publisher |
: Columbia University Press |
Total Pages |
: 317 |
Release |
: 2020-10-06 |
ISBN-10 |
: 9780231552219 |
ISBN-13 |
: 0231552211 |
Rating |
: 4/5 (19 Downloads) |
Synopsis One Up by : Joost van Dreunen
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.