Narrow Search
Last searches

Results for *

Displaying results 1 to 5 of 5.

  1. The digital role-playing game and technical communication
    a history of Bethesda, BioWare, and CD Projekt Red
    Published: 2021
    Publisher:  Bloomsbury Academic, New York ; London ; Oxford ; New Delhi ; Sydney

    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... more

    Deutsches Museum, Bibliothek
    No loan of volumes, only paper copies will be sent

     

    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."

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
  2. The digital role-playing game and technical communication
    a history of Bethesda, BioWare, and CD Projekt Red
    Published: 2021
    Publisher:  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... more

    Niedersächsische Staats- und Universitätsbibliothek Göttingen
    2023 A 4120
    No loan of volumes, only paper copies will be sent
    ZBW - Leibniz-Informationszentrum Wirtschaft, Standort Kiel
    B 431313
    Unlimited inter-library loan, copies and loan

     

    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."

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781501352546
    Subjects: Computerspiel; Computerspieleindustrie; Marketingmanagement; Unternehmenspolitik; Electronic games industry; Computer games; Fantasy games; Fantasy gamers; Video gamers; Communication of technical information
    Scope: xiii, 323 Seiten, Illustrationen, 24 cm
    Notes:

    Includes bibliographical references and index

  3. The digital role-playing game and technical communication
    a history of Bethesda, BioWare, and CD Projekt Red
    Published: 2021
    Publisher:  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... more

    Universitätsbibliothek Bayreuth
    Unlimited inter-library loan, copies and loan
    Bayerische Staatsbibliothek
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Regensburg
    Unlimited inter-library loan, copies and loan

     

    "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"

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (URL des Erstveröffentlichers)
  4. The digital role-playing game and technical communication
    a history of Bethesda, BioWare, and CD Projekt Red
    Published: 2021; ©2021
    Publisher:  Bloomsbury Academic, New York, NY

    Technische Universität München, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781501352577; 1501352571; 9781501352560; 1501352563; 1501352555; 9781501352553
    Subjects: Array; Marketing; Computerunterstützte Kommunikation; Social Media; Fan; Computerspiel; Computerspielindustrie
    Scope: 1 Online-Ressource ( xiv, 330 Seiten), color Illustrationen
    Notes:

    Description based on online resource; title from digital title page (viewed on May 10, 2021)

  5. The digital role-playing game and technical communication
    a history of Bethesda, BioWare, and CD Projekt Red
    Published: 2021
    Publisher:  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... more

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan

     

    "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"

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (URL des Erstveröffentlichers)