The Encyclopedia of Game Machines

The Encyclopedia of Game Machines
Author :
Publisher : Winnie Forster Gameplan
Total Pages : 0
Release :
ISBN-10 : 3000153594
ISBN-13 : 9783000153594
Rating : 4/5 (94 Downloads)

Synopsis The Encyclopedia of Game Machines by : Winnie Forster

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.

100 Greatest Console Video Games

100 Greatest Console Video Games
Author :
Publisher : Schiffer + ORM
Total Pages : 778
Release :
ISBN-10 : 9781507300374
ISBN-13 : 1507300379
Rating : 4/5 (74 Downloads)

Synopsis 100 Greatest Console Video Games by : Brett Weiss

Production histories, reviews, gameplay details, and more Video games from many companies and platforms, placed in context with games today Numerous quotes about the games from industry professionals

Video Games Around the World

Video Games Around the World
Author :
Publisher : MIT Press
Total Pages : 715
Release :
ISBN-10 : 9780262328494
ISBN-13 : 0262328496
Rating : 4/5 (94 Downloads)

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

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

Curious Video Game Machines

Curious Video Game Machines
Author :
Publisher : White Owl
Total Pages : 499
Release :
ISBN-10 : 9781399073783
ISBN-13 : 1399073788
Rating : 4/5 (83 Downloads)

Synopsis Curious Video Game Machines by : Lewis Packwood

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.

One Up

One Up
Author :
Publisher : Columbia University Press
Total Pages : 317
Release :
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.

Game Trivia Catechism

Game Trivia Catechism
Author :
Publisher : Thuyen Nguyen
Total Pages : 152
Release :
ISBN-10 :
ISBN-13 :
Rating : 4/5 ( Downloads)

Synopsis Game Trivia Catechism by : Thuyen Nguyen

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.

Ethical and Social Issues in the Information Age

Ethical and Social Issues in the Information Age
Author :
Publisher : Springer Science & Business Media
Total Pages : 375
Release :
ISBN-10 : 9780387224664
ISBN-13 : 0387224661
Rating : 4/5 (64 Downloads)

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

This textbook provides an introduction to the social and policy issues which have arisen as a result of information technology. Whilst it assumes a modest familiarity with computers, its aim is to provide a guide to the issues suitable for undergraduates. In doing so, the author prompts the students to consider questions such as: "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 to keep up, and how different paradigms applied to ethical questions may often offer conflicting conclusions. As a result students will find this to be a thought-provoking and valuable survey.

Managing Electronic Media

Managing Electronic Media
Author :
Publisher : Taylor & Francis
Total Pages : 434
Release :
ISBN-10 : 9781136031618
ISBN-13 : 1136031618
Rating : 4/5 (18 Downloads)

Synopsis Managing Electronic Media by : Joan Van Tassel

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.

New Digital Technology in Education

New Digital Technology in Education
Author :
Publisher : Springer
Total Pages : 236
Release :
ISBN-10 : 9783319058221
ISBN-13 : 3319058223
Rating : 4/5 (21 Downloads)

Synopsis New Digital Technology in Education by : Wan Ng

This book addresses the issues confronting educators in the integration of digital technologies into their teaching and their students’ learning. Such issues include a skepticism of the added value of technology to educational learning outcomes, the perception of the requirement to keep up with the fast pace of technological innovation, a lack of knowledge of affordable educational digital tools and a lack of understanding of pedagogical strategies to embrace digital technologies in their teaching. This book presents theoretical perspectives of learning and teaching today’s digital students with technology and propose a pragmatic and sustainable framework for teachers’ professional learning to embed digital technologies into their repertoire of teaching strategies in a systematic, coherent and comfortable manner so that technology integration becomes an almost effortless pedagogy in their day-to-day teaching. The materials in this book are comprised of original and innovative contributions, including empirical data, to existing scholarship in this field. Examples of pedagogical possibilities that are both new and currently practised across a range of teaching contexts are featured. ​