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  1. Playing for profit
    how digital entertainment is making big business out of child's play
    Autor*in: LaPlante, Alice
    Erschienen: c 1999
    Verlag:  Wiley, New York, NY [u.a.]

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 0471296147
    Weitere Identifier:
    98033166
    Schlagworte: Electronic games industry; Television supplies industry; Computer industry; Electronic industries; Digital electronics
    Umfang: XV, 286 S, graph. Darst, 24 cm
    Bemerkung(en):

    Literaturverz. S. 267 - 270

  2. Punk playthings
    provocations for 21st century game makers
    Erschienen: [2018]; © 2018
    Verlag:  CRC Press, Boca Raton ; London ; New York

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    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9781498770224; 9781138295803
    RVK Klassifikation: AP 15963 ; MS 2350 ; ST 324
    Schlagworte: Electronic games; Electronic games industry
    Umfang: xxiv, 262 Seiten, Illustrationen, Diagramm
  3. Digital entertainment
    the next evolution in service sector
    Beteiligt: Das, Subhankar (HerausgeberIn); Gochhait, Saikat (HerausgeberIn)
    Erschienen: [2021]
    Verlag:  Palgrave Macmillan, Singapore

    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    A21-3764
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    Beteiligt: Das, Subhankar (HerausgeberIn); Gochhait, Saikat (HerausgeberIn)
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9789811597237
    Weitere Identifier:
    Schlagworte: Freizeitwirtschaft; Digitalisierung; Künstliche Intelligenz; Interaktive Medien; Computerspiel; Digital media; Home entertainment industry; Electronic games industry
    Umfang: xxvi, 247 Seiten, Illustrationen, 21 cm
  4. Pure invention
    how Japan made the modern world
    Autor*in: Alt, Matt
    Erschienen: 2021
    Verlag:  Constable, London

    The Walkman. Karaoke. Pikachu. Pac-Man. Akira. Emoji. We've all fallen in love with one or another of Japan's pop-culture creations, from the techy to the wild to the super-kawaii. But as Japanese media veteran Matt Alt proves in this brilliant... mehr

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    The Walkman. Karaoke. Pikachu. Pac-Man. Akira. Emoji. We've all fallen in love with one or another of Japan's pop-culture creations, from the techy to the wild to the super-kawaii. But as Japanese media veteran Matt Alt proves in this brilliant investigation of Tokyo's pop-fantasy complex, we don't know the half of it. Japan's toys, gadgets, and fantasy worlds didn't merely entertain. They profoundly transformed the way we live. In the 1970s and '80s, Japan seemed to exist in some near future, soaring on the superior technology of Sony and Toyota while the West struggled to catch up. Then a catastrophic 1990 stock-market crash ushered in the "lost decades" of deep recession and social dysfunction. The end of the boom times should have plunged Japan into irrelevance, but that's precisely when its cultural clout soared-when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and entertainment empires like Pokémon and Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products made Japan the forge of the world's fantasies, and gave us new tools for coping with trying times. They also transformed us as we consumed them-connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japanese ingenuity remade global culture and may have created modern life as we know it. It's Japan's world; we're just gaming, texting, singing, and dreaming in it

     

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    Sprache: Englisch
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    ISBN: 9781472131867; 147213186X; 1472131878; 9781472131874
    Schlagworte: Toy industry; Electronic games industry; Amusements; Popular culture; National characteristics, Japanese; Globalization; Globalization; Manners and customs; National characteristics, Japanese; Popular culture; History
    Umfang: 352 Seiten, Illustrationen, 24 cm
    Bemerkung(en):

    First published in the US in 2020 by Crown

    Includes bibliographical references and index

  5. Innovation and strategy of online games
    Autor*in: Jong, H. Wi
    Erschienen: c2009
    Verlag:  Imperial College Press, London ; Distributed by World Scientific Pub. Co, Singapore

    This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the... mehr

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    This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business. This book also contains authentic and accumulated research conducted over five years in the international domain of the online game industry. This research unveils diverse strategies of game companies and presents cognitive differences toward the online game business where various convergences will occur between the online game and other Internet businesses ch. 1. Innovations in the game industry : online games versus offline games. 1. The impact of online games : turnover of Korean game industry against American and Japanese competition. 2. The potential of online games. 3. Innovations of online games -- ch. 2. Business models and corporate strategy. 1. Revenue models of online games. 2. Pricing plans of various online games. 3. The feasibility of item sales in the U.S. -- ch. 3. Virtual societies and economies of online games. 1. Generation of online economic activity. 2. Development and evolution of the item trade industry. 3. Degree of item trades and player conception of Korean users. 4. Cyber economy growth model. 5. Issues to be considered in item transactions. 6. Conclusion -- ch. 4. The formation process of the Korean online game industry. 1. The precursor to the modern online game : text MUDs. 2. MUG (Multi User Graphic) game development and the spread of users. 3. The emergence of lineage and industry expansion. 4. The emergence of game portals. 5. The emergence of casual games. 6. Formation of the innovative human resources : online game development workforce -- ch. 5. Factors promoting growth of the online game industry. 1. User's path dependency : absence of the console game market. 2. Software piracy. 3. Supporting infrastructure. 4. The support of governmental policy -- ch. 6. Global development and marketing strategies of Korean online games. 1. Factors affecting global online gaming growth. 2. The Chinese market and its distinguishing characteristics. 3. The Japanese market and its distinguishing characteristics. 4. The U.S. market and its distinguishing characteristics -- ch. 7. International comparison of online game users. 1. Community identity. 2. Game information acquisition channels. 3. PK preference. 4. Game styles. 5. Online game selection criteria.

     

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    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781848163577
    RVK Klassifikation: QP 210
    Schlagworte: Computerspiel; Technischer Fortschritt; Korea; Welt; Technological innovations; Electronic games industry
    Umfang: 1 Online-Ressource (xx, 220 p), ill. (chiefly col.)
    Bemerkung(en):

    Includes bibliographical references (p. 211-214) and index

    Electronic reproduction; System requirements: Adobe Acrobat Reader

    Preface; Contents; Acknowledgements; About the Author; Chapter 1 Innovations in the Game Industry: Online Games Versus Offline Games; Chapter 2 Business Models and Corporate Strategy; Chapter 3 Virtual Societies and Economies of Online Games; Chapter 4 The Formation Process of the Korean Online Game Industry; Chapter 5 Factors Promoting Growth of the Online Game Industry; Chapter 6 Global Development and Marketing Strategies of Korean Online Games; Chapter 7 International Comparison of Online Game Users; References; Index

  6. The digital role-playing game and technical communication
    a history of Bethesda, BioWare, and CD Projekt Red
    Erschienen: 2021
    Verlag:  Bloomsbury Academic, New York

    Introduction: The RPG and the explosion of technical content -- Birth of the DRPG -- New century, new technologies, new challenges -- Crowdsourcing : the game changer -- At the top of their games -- A co-creative game world, for better or for worse... mehr

    Niedersächsische Staats- und Universitätsbibliothek Göttingen
    2023 A 4120
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    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    B 431313
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    Introduction: The RPG and the explosion of technical content -- Birth of the DRPG -- New century, new technologies, new challenges -- Crowdsourcing : the game changer -- At the top of their games -- A co-creative game world, for better or for worse -- The social media imperium -- Bigger, more, better -- The wheels fall off. "With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games."

     

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    Quelle: Verbundkataloge
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    Format: Druck
    ISBN: 9781501352546
    Schlagworte: Computerspiel; Computerspieleindustrie; Marketingmanagement; Unternehmenspolitik; Electronic games industry; Computer games; Fantasy games; Fantasy gamers; Video gamers; Communication of technical information
    Umfang: xiii, 323 Seiten, Illustrationen, 24 cm
    Bemerkung(en):

    Includes bibliographical references and index

  7. GTFO
    Beteiligt: Sun-Higginson, Shannon (Filmregisseur); Saitō, Naoko (Illustrator); Lappin, Andrew (Komponist); Park, Ian C. (Herausgeber)
    Erschienen: [2015]
    Verlag:  Kino Lorber, Inc., New York, NY

    Universitätsbibliothek Siegen
    70KNLS5633-DVD
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Beteiligt: Sun-Higginson, Shannon (Filmregisseur); Saitō, Naoko (Illustrator); Lappin, Andrew (Komponist); Park, Ian C. (Herausgeber)
    Sprache: Englisch
    Medientyp: Datenträger; Multimedial
    Schlagworte: Electronic games industry; Marginality, Social; Misogyny; Sexism in language; Sexism in mass media; Video games; Video gamers; Video games industry; Sex discrimination against women; Feature films; Feature films.; Nonfiction films.; Documentary films.; Dokumentarfilm; Computerspiel; Sexismus; Computerspielindustrie
    Umfang: 1 DVD-Video (76 Minuten)
    Bemerkung(en):

    Bonus features: Panel discussion; Trailer

  8. Women in gaming
    100 professionals of play
    Autor*in: Marie, Meagan
    Erschienen: [2018]
    Verlag:  Prima Games, Indianapolis, IN

    Universitäts- und Landesbibliothek Münster
    3K 81874
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    ISBN: 9780744019537
    Schlagworte: Electronic games industry; Women computer programmers; Voice actors and actresses; Women video gamers; Computerspielindustrie; Frau
    Umfang: 352 Seiten, Illustrationen
  9. The digital role-playing game and technical communication
    a history of Bethesda, BioWare, and CD Projekt Red
    Erschienen: 2021
    Verlag:  Bloomsbury Academic, New York

    "With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the... mehr

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    "With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games"

     

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  10. Masters of Doom
    how two guys created an empire and transformed pop culture
    Erschienen: 2004
    Verlag:  Piatkus, London

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Universität Potsdam, Universitätsbibliothek
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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9780749924898; 0749924896
    Weitere Identifier:
    97807499-24898
    RVK Klassifikation: AP 18200 ; AP 15934
    Auflage/Ausgabe: paperback ed.
    Schlagworte: Video games; Electronic games industry; Computer programmers; Romero, John, 1967-; Carmack, John, 1970-; USA; Programmierer; Biographie; Computerspiel; Geschichte
    Weitere Schlagworte: Carmack, John; Romero, John *1967-*; Carmack, John; Romero, John *1967-*
    Umfang: XI, 335 S., 24 cm
    Bemerkung(en):

    Originally published: Random House, 2003. - Hier auch später erschienene, unveränderte Nachdrucke

    Includes bibliographical references (p. 303 - 304) and index

  11. Opening the XBox
    inside Microsoft's plan to unleash an entertainment revolution
    Autor*in: Takahashi, Dean
    Erschienen: c 2002
    Verlag:  Prima Publ, Roseville, Calif.

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 0761537082
    Auflage/Ausgabe: 1. ed
    Schlagworte: Electronic games industry; Video games; Xbox 360 (Video game console)
    Umfang: xiv, 370 S, Ill, 24 cm
    Bemerkung(en):

    Inhaltsverz.(S. 353-355)

  12. Marketing violent entertainment to children
    Federal Trade Commission
    Erschienen: 2007
    Verlag:  Nova, New York

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
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    Format: Druck
    ISBN: 1594547874; 9781594547874
    Schlagworte: Children and violence; Violence in mass media; Violence in motion pictures; Violence in music; Electronic games industry
    Umfang: XI, 132 S., graph. Darst.
  13. Innovation and strategy of online games
    Autor*in: Wi, Jong H.
    Erschienen: 2009
    Verlag:  Imperial College Press, Singapore [u.a.]

    Universität Potsdam, Universitätsbibliothek
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    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 1848163568; 9781848163560
    RVK Klassifikation: QR 760
    Schriftenreihe: Series on technology management ; 14
    Schlagworte: Computerspiel; Technischer Fortschritt; Korea; Welt; Electronic games industry; Technological innovations
    Umfang: XX, 220 S., Ill., graph. Darst.
  14. Playing for profit
    how digital entertainment is making big business out of child's play
    Autor*in: LaPlante, Alice
    Erschienen: c 1999
    Verlag:  Wiley, New York, NY [u.a.]

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    1 A 380698
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Kom 430 116
    keine Fernleihe
    Hans-Bredow-Institut für Medienforschung an der Universität Hamburg, Bibliothek
    H II 2-26
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    Universitätsbibliothek Ilmenau
    INF SU 500 L314
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    Quelle: Staatsbibliothek zu Berlin
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 0471296147
    Weitere Identifier:
    98033166
    Schlagworte: Electronic games industry; Television supplies industry; Computer industry; Electronic industries; Digital electronics
    Umfang: XV, 286 S, graph. Darst, 24 cm
    Bemerkung(en):

    Literaturverz. S. 267 - 270

  15. Game work
    language, power, and computer game culture
    Erschienen: ©2004
    Verlag:  University of Alabama Press, Tuscaloosa, Ala.

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0817381422; 9780817381424
    RVK Klassifikation: AP 15963
    Schriftenreihe: Rhetoric, culture, and social critique
    Schlagworte: Computer games; Jeux d'ordinateur / Aspect social; Jeux électroniques / Industrie; GAMES / Video & Electronic; Computer games / Social aspects; Electronic games industry; Computerkunst; Computerspelen; Populaire cultuur; Gesellschaft; Computer games; Electronic games industry; Computerspiel; Soziologie
    Umfang: 1 Online-Ressource (xiv, 232 pages)
    Bemerkung(en):

    Master and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002

    Includes bibliographical references and index

    1. Studying the computer game complex -- Computer games as a mass culture -- Computer games as mass media -- Computer games as psychophysiological force -- Computer games as economic force -- Computer games as instructional force -- So, why study computer games? -- 2. A grammar of gamework -- Rhetoric and dialectic -- Propositions of the gamework -- The problematic of play -- The grammar of gameworks: analyzing the computer game complex -- 3. Capturing imaginations: rhetoric in the art of computer game development -- Rhetorical functions revisited -- Rhetoric in the discourse of game developers -- Working through the grammar of gameworks: agents, influences, manifestations, and transformative locales -- 4. Making meanings out of contradictions: the work of computer game reviewing -- Computer game reviewing online -- Computer game reviewing in print -- Playing up influence to influence play -- Reviewing the meanings of the computer game complex -- 5. The economies of black & white -- Defining economies -- The "purchase" of natural resources -- The "purchase" of spiritual resources -- The "purchase" of temporal resources -- The work of black & white -- Transformative locales: economic force as game work

    "Ken McAllister notes in his introduction to Game Work that, even though computer games are essentially entertainment, they are in fact important mediating agents for the broad exercise of socio-political power." "In considering how the languages, images, gestures, and sounds of video games influence those who build, market, and play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation of tolerate exploitation, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion."--Jacket

  16. Game design
    Autor*in: Bates, Bob
    Erschienen: ©2004
    Verlag:  Thomson Course Technology PTR, Boston, Mass.

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 1417566035; 9781417566037
    Auflage/Ausgabe: 2nd ed
    Schlagworte: GAMES / Video & Electronic; Computer games; Computer games; Electronic games industry; Computer games; Computerspiel; Entwurf; Entwicklung
    Umfang: 1 Online-Ressource (1 volume)
    Bemerkung(en):

    Previous edition: Roseville, Calif.: Prima Tech, 2001

    Includes bibliographical references and index

  17. Breaking into the game industry
    advice for a successful career from those who have done it
    Erschienen: 2012
    Verlag:  Course Technology, Cengage Learning, Boston, MA.

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781435458055; 1435458052; 1435458044; 9781435458048
    Schlagworte: BUSINESS & ECONOMICS / Industries / Park & Recreation Management; Electronic games industry / Vocational guidance; Industrie; Wirtschaft; Electronic games industry; Karriereplanung; Computerspielindustrie
    Umfang: 1 Online-Ressource (xii, 291 p.)
    Bemerkung(en):

    Includes index

    Question 1. Why are you doing this? What's this book about, and why are you writing it? -- question 2. How should I choose a school? -- question 3. What percentage of my school work will help me get a job? -- question 4. Lots of stuff I learn in school seems like it has nothing to do with actually making games for a living. What classes did you take that were the most useful on the job? -- question 5. How much weight do studios put on GPAs? -- question 6. How much weight do studios put on the major or college attended? -- question 7. Why should I care about video game history? -- question 8. Is a graduate degree (such as an MFA or Ph.D.) useful for getting a job in the game industry? -- question 9. I want to be a programmer in the game industry. People are suggesting I shouldn't bother with more complex languages like C or C++ and focus instead on languages like ActionScript (Flash). Is that a valid path? --

    - question 10. Is getting an undergraduate degree a waste of time if I want a job in the game industry? -- question 11. Is it important to play games as a student? -- question 12. If you could add something to a student with great vision, what would it be? -- question 13. I want to be a game designer. Do I need to learn programming or computer science? -- question 14. Is it better to be a specialist or generalist, in the short term or long term? -- question 15. Is there another way to get up to speed on game development, other than making games? -- question 16. What's the best subject to make a game about? -- question 17. Where do you get your ideas? -- question 18. How do I get my games to be more fun and not just tasks? -- question 19. How do I make contacts in the game industry? -- question 20. It costs how much to go to GDC? How will I ever afford that? -- question 21. Should I get my own business cards? What should be on them? What do I do with them? --

    - question 22. When should I start networking? -- question 23. How do I get game developers' business cards? -- question 24. When should I follow up after getting someone's business card? -- question 25. Is there anything I shouldn't do when following up? -- question 26. Should I ask developers to review my portfolio? -- question 27. I heard that a lot of people in the game industry use social media (Twitter, Facebook, and so on). Why? -- question 28. What else shouldn't I do when communicating with developers? -- question 29. If I change my last name (such as for marriage) in mid-career, does that affect my career by messing with the credits of previously shipped games? -- question 30. What should the front page of my portfolio look like? -- question 31. As an artist, what are some general portfolio guidelines I need to follow? -- question 32. What do character artists need to show in their portfolios? -- question 33. What do environment artists need to show in their portfolios? --

    - question 34. What do modelers need to show in their portfolios? -- question 35. What do texture artists need to show in their portfolios? -- question 36. What do concept artists need to show in their portfolios? -- question 37. What do game designers need to show in their portfolios? -- question 38. What do game writers need to show in their portfolios? -- question 39. What do level designers need to show in their portfolios? -- question 40. What do programmers need to show in their portfolios? -- question 41. What should a producer/project manager (or someone aspiring to be one) have in their portfolio? -- question 42. What do sound designers need to show in their portfolios? -- question 43. Are there people who don't need portfolios? -- question 44. How many images/games should I have in my portfolio? -- question 45. When should I start working on my portfolio? -- question 46. Have you seen any stupid portfolio tricks? --

    - question 47. How do I get my work out there so someone can see it? -- question 48. Wait, doesn't everyone say that it's impossible to be hired as a game designer or game writer straight out of college, or as your first job in the industry? -- question 49. How much help will reading about game development be in obtaining a job in the game industry? -- question 50. How much experience should I have before I start looking for a job as a game designer? -- question 51. I talked to a woman and she was really excited because she heard I was a [insert desired position here]. She wanted to talk with me and see my portfolio. That's great, right? -- question 52. What's the best approach for getting an internship? -- question 53. Where should I look for jobs? -- question 54. Should I just show up Unannounced at a game company? -- question 55. Does the current state of the economy have an effect on game development or hiring? --

    - question 56. How do I write a good cover letter that connects with HR and developers? -- question 57. How do I write a good resume that connects with HR and developers? -- question 58. They're giving me an art/design/programming test. What is it and why are they doing this? -- question 59. The design/programming/art test asks me to come up with some game/code/art ideas. I don't want them to steal my ideas! What should I do? -- question 60. Should I try to take a coding test before I am solid in the language? -- question 61. How early should I show up for an interview? -- question 62. How should I dress for an interview? -- question 63. What happens in an interview? How do I handle it? -- question 64. They just offered me a salary! How do I know if it's good? Should I negotiate? -- question 65. Do interviewees ever say dumb things? -- question 66. Do people still expect me to follow up after an interview? -- question 67. What should I do before I accept a job offer? --

    - question 68. They want me to sign a non-compete. What's that? -- question 69. They want me to sign an NDA. What's that? -- question 70. How do I find a place to live if I'm hired in a new city? -- question 71. Is there such a thing as taking a new job too early? -- question 72. How will I feel my first day on the job? -- question 73. Once I have a job, any key pointers? -- question 74. What do entry-level employees typically do in their first few months? -- question 75. If I enter in the middle of a project, what's the best way to get up to speed? -- question 76. If I join a game company, will they make my game idea? -- question 77. How is performance measured for raises, bonuses, and promotions? -- question 78. What is it like to work on a big licensed title? -- question 79. What is it like to work at a small studio on a series of small projects? -- question 80. What is the scariest thing about being a game designer? --

    - question 81. What's the worst thing you've seen in a game development meeting? -- question 82. Will I really work 70 hours a week? -- question 83. What should I do if I hate my job? (or: how to exit a company gracefully) -- question 84. What should I do if I hate someone I work with? -- question 85. What should I do if I disagree with someone? -- question 86. What is the "game industry"? -- question 87. Is there a way to get a feel for the industry before even getting there? -- question 88. Is the game industry a good place to meet someone to date? -- question 89. What does a game developer do? -- question 90. What does a lead do? -- question 91. Who is the most evil person on a game development team? -- question 92. Have you seen someone make it in the industry with a physical or mental disability? -- question 93. How much money will I make working in the game industry? -- question 94. Do small studios typically have health, dental, and savings plans? --

    - question 95. Which programming language is used the most? -- question 96. What is it like to be a woman in the game industry? -- question 97. What is it like to be a minority in the game industry? Is diversity important? -- question 98. What is it like working as an LGBT in the game industry? -- question 99. I want to send my idea to a game company. How do I do this? -- question 100. Is there such a thing as a stupid question?

    Written in a question-and-answer format, this book presents readers with a clear overview of what the game industry is and how the professionals operate in it, answering the key questions new developers should be asking as they begin their career

  18. Punk Playthings
    Provocations for 21st Century Game Makers
    Autor*in: Taylor, Sean
    Erschienen: 2017; © 2018
    Verlag:  CRC Press, Milton

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781315350035
    RVK Klassifikation: AP 15963 ; MS 2350 ; ST 324
    Auflage/Ausgabe: 1st ed
    Schlagworte: Electronic games; Electronic games industry; Kreativität; Spieleentwickler; Computerspielindustrie
    Umfang: 1 online resource (287 pages)
    Bemerkung(en):

    Description based on publisher supplied metadata and other sources

  19. Game design secrets
    Erschienen: 2012
    Verlag:  Wiley, Indianapolis, IN

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781118463918
    RVK Klassifikation: ST 324
    Schlagworte: Computer games; Computer games; Electronic games industry; Marketing; Computerspiel; Entwurf
    Umfang: xxvi, 308 p.
    Bemerkung(en):

    Includes index. - "Do what you never thought possible to market & monetize your OS, Facebook & web games"

  20. Game design
    the art & business of creating games
    Autor*in: Bates, Bob
    Erschienen: 2004
    Verlag:  Thomson Course Technology, Cambridge, Mass.

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 1592004938
    Auflage/Ausgabe: 2nd ed
    Schlagworte: Computer games; Computer games; Computer games; Electronic games industry; Entwurf; Computerspiel; Entwicklung
    Umfang: xxiii, 350 p.
    Bemerkung(en):

    Previous ed.: Roseville, Calif.: Prima Tech, 2001

  21. Game work
    language, power, and computer game culture
    Erschienen: c2004
    Verlag:  University of Alabama Press, Tuscaloosa, Ala.

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0817314180; 0817351256
    RVK Klassifikation: AP 15963
    Schriftenreihe: Rhetoric, culture, and social critique
    Schlagworte: Computer games; Electronic games industry; Computerspiel; Soziologie
    Umfang: xiv, 232 p.
    Bemerkung(en):

    Includes bibliographical references and index

  22. Game work
    language, power, and computer game culture
    Erschienen: c2004
    Verlag:  University of Alabama Press, Tuscaloosa, Ala.

    Kunsthistorisches Institut in Florenz, Max-Planck-Institut, Bibliothek
    Deutsches Forum für Kunstgeschichte, Bibliothek
    Bibliotheca Hertziana - Max-Planck-Institut für Kunstgeschichte
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    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 0817314180
    Schriftenreihe: ACLS Humanities E-Book
    Rhetoric, culture, and social critique
    Schlagworte: Computer games; Electronic games industry; Computerspiel; Soziologie
    Umfang: 1 Online-Ressource (xiv, 232 Seiten)
    Bemerkung(en):

    Includes bibliographical references (p. 219-226) and index

  23. The digital role-playing game and technical communication
    a history of Bethesda, BioWare, and CD Projekt Red
    Erschienen: 2021
    Verlag:  Bloomsbury Academic, New York

    "With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the... mehr

    Universitätsbibliothek Bayreuth
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Bayerische Staatsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications ("modding") of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games"

     

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  24. Porn & pong
    how Grand Theft Auto, Tomb Raider and other sexy games changed our culture
    Erschienen: 2008
    Verlag:  Feral House, Los Angeles, Calif.

    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781932595734
    RVK Klassifikation: SU 500
    Schlagworte: Popular culture; Electronic games industry; Pornography; Pornografie; Massenkultur; Computerspiel
    Umfang: 1 Online-Ressource (161 S.), Ill.
  25. Porn & pong
    how Grand Theft Auto, Tomb Raider and other sexy games changed our culture
    Autor*in: Brown, Damon
    Erschienen: c2008
    Verlag:  Feral House, Port Townsend, WA

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781932595369; 1932595368
    Schlagworte: Electronic games industry; Pornography; Popular culture; Pornografie; Massenkultur; Computerspiel
    Umfang: 158 p.