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The Business Of Gamification
by Dymek, Mikolaj | Zackariasson, Peter
Publish: Apr 2016
ISBN-13: 9781315740867
ISBN-10:1315740869
Status:Not yet published

Price: S$69.98

Book Description

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" cont
More Details..

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.

The aim of this book is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?

This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research 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

The Business Of Gamification
by Dymek, Mikolaj | Zackariasson, Peter
Publish: Apr 2016
ISBN-13: 9781317581451

Status:Not yet published

Price: S$69.98

Book Description

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" cont
More Details..

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.

The aim of this book is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?

This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research 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

The Business Of Gamification
by Dymek, Mikolaj | Zackariasson, Peter
Publish: Apr 2016
ISBN-13: 9781317581444

Status:Not yet published

Price: S$69.98

Book Description

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" cont
More Details..

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.

The aim of this book is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?

This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research 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

The Business Of Gamification
by Dymek, Mikolaj | Zackariasson, Peter
Publish: Apr 2016
ISBN-13: 9781317581437

Status:Not yet published

Price: S$69.98

Book Description

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" cont
More Details..

At the turn of the century the term "gamification" was introduced as a concept to understand the process of using game mechanics in "non-game" contexts. The impact of gamification was soon evident to business practices where it had impact both on marketing and, more broadly, on the organizations themselves. As the number of individuals playing video games grows, there seem to be an acceptance of game mechanics elsewhere. Its effectiveness is highly dependent on both technical possibilities and cultural acceptance, two factors present today.

The aim of this book is to critically analyze the practical and theoretical consequences of gamification. Practically, how has gamification been applied in businesses to this point, and what are the future scenarios? Theoretically, what are the contributions of gamification to existing academic knowledge? How does this change our understanding of how business are performing and its consequences, for organizations, consumers, and society in general?

This edited volume contains new, and stringent, perspectives on how gamification is contextualized in business settings, both in theory as well as in practice. This book will provide a wealth of research 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

Productive Fandom:intermediality And Affective Reception In Fan Cultures
by Nicolle Lamerichs
Publish: Jun 2018
ISBN-13: 9789048528318
ISBN-10:9048528313
Status:Not yet published

Price: S$162.80

Book Description

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Role–playing Game Studies:a Transmedial Approach
by Deterding, Sebastian | Zagal, José
Edition: 1st
Publish: Aug 2017
ISBN-13: 9781315637532
ISBN-10:1315637537
Status:Not yet published

Price: S$59.98

Book Description

This collection offers readers a comprehensive, multidisciplinary, international, and transmedia examination of roleplaying games. Tracing the hist
More Details..

This collection offers readers a comprehensive, multidisciplinary, international, and transmedia examination of roleplaying games. Tracing the history of the genre from its origins in tabletop and pen-and-paper RPGs like Dungeons & Dragons all the way up to contemporary franchises like World of Warcraft, chapters analyse the cultural impact of roleplaying games and their intersection with issues such as identity, race, sexuality, fandom, worldbuilding, economics, and education. Contributors draw from a range of perspectives including performance studies, sociology, literary studies, and game design. Each chapter includes key terms, sidebars with additional content, and recommended readings to help both students and postgraduates new to roleplaying games get the full scope of this interdisciplinary field.

Role–playing Game Studies:a Transmedial Approach
by Deterding, Sebastian | Zagal, José
Publish: Aug 2017
ISBN-13: 9781317268321

Status:Not yet published

Price: S$59.98

Book Description

This collection offers readers a comprehensive, multidisciplinary, international, and transmedia examination of roleplaying games. Tracing the hist
More Details..

This collection offers readers a comprehensive, multidisciplinary, international, and transmedia examination of roleplaying games. Tracing the history of the genre from its origins in tabletop and pen-and-paper RPGs like Dungeons & Dragons all the way up to contemporary franchises like World of Warcraft, chapters analyse the cultural impact of roleplaying games and their intersection with issues such as identity, race, sexuality, fandom, worldbuilding, economics, and education. Contributors draw from a range of perspectives including performance studies, sociology, literary studies, and game design. Each chapter includes key terms, sidebars with additional content, and recommended readings to help both students and postgraduates new to roleplaying games get the full scope of this interdisciplinary field.

Role–playing Game Studies:a Transmedial Approach
by Deterding, Sebastian | Zagal, José
Publish: Aug 2017
ISBN-13: 9781317268314

Status:Not yet published

Price: S$59.98

Book Description

This collection offers readers a comprehensive, multidisciplinary, international, and transmedia examination of roleplaying games. Tracing the hist
More Details..

This collection offers readers a comprehensive, multidisciplinary, international, and transmedia examination of roleplaying games. Tracing the history of the genre from its origins in tabletop and pen-and-paper RPGs like Dungeons & Dragons all the way up to contemporary franchises like World of Warcraft, chapters analyse the cultural impact of roleplaying games and their intersection with issues such as identity, race, sexuality, fandom, worldbuilding, economics, and education. Contributors draw from a range of perspectives including performance studies, sociology, literary studies, and game design. Each chapter includes key terms, sidebars with additional content, and recommended readings to help both students and postgraduates new to roleplaying games get the full scope of this interdisciplinary field.

Role–playing Game Studies:a Transmedial Approach
by Deterding, Sebastian | Zagal, José
Publish: Aug 2017
ISBN-13: 9781317268307

Status:Not yet published

Price: S$59.98

Book Description

This collection offers readers a comprehensive, multidisciplinary, international, and transmedia examination of roleplaying games. Tracing the hist
More Details..

This collection offers readers a comprehensive, multidisciplinary, international, and transmedia examination of roleplaying games. Tracing the history of the genre from its origins in tabletop and pen-and-paper RPGs like Dungeons & Dragons all the way up to contemporary franchises like World of Warcraft, chapters analyse the cultural impact of roleplaying games and their intersection with issues such as identity, race, sexuality, fandom, worldbuilding, economics, and education. Contributors draw from a range of perspectives including performance studies, sociology, literary studies, and game design. Each chapter includes key terms, sidebars with additional content, and recommended readings to help both students and postgraduates new to roleplaying games get the full scope of this interdisciplinary field.

Understanding Video Games:the Essential Introduction
by Egenfeldt-Nielsen, Simon | Smith, Jonas Heide | Tosca, Susana Pajares
Edition: 3rd
Publish: Jan 2016
ISBN-13: 9781315725161
ISBN-10:1315725169
Status:Not yet published

Price: S$59.98

Book Description

Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and upd
More Details..

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.

Understanding Video Games:the Essential Introduction
by Egenfeldt-Nielsen, Simon | Smith, Jonas Heide | Tosca, Susana Pajares
Edition: 3rd
Publish: Jan 2016
ISBN-13: 9781317533139

Status:Not yet published

Price: S$59.98

Book Description

Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and upd
More Details..

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.

Understanding Video Games:the Essential Introduction
by Egenfeldt-Nielsen, Simon | Smith, Jonas Heide | Tosca, Susana Pajares
Edition: 3rd
Publish: Jan 2016
ISBN-13: 9781317533122

Status:Not yet published

Price: S$59.98

Book Description

Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and upd
More Details..

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.

Understanding Video Games:the Essential Introduction
by Egenfeldt-Nielsen, Simon | Smith, Jonas Heide | Tosca, Susana Pajares
Edition: 3rd
Publish: Jan 2016
ISBN-13: 9781317533115

Status:Not yet published

Price: S$59.98

Book Description

Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and upd
More Details..

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.

Digital Games As History:how Videogames Represent The Past And Offer Access To Historical Practice
by Chapman, Adam
Publish: Jun 2016
ISBN-13: 9781315732060
ISBN-10:1315732068
Status:Not yet published

Price: S$69.98

Book Description

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understa
More Details..

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Digital Games As History:how Videogames Represent The Past And Offer Access To Historical Practice
by Chapman, Adam
Publish: Jun 2016
ISBN-13: 9781317553861

Status:Not yet published

Price: S$69.98

Book Description

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understa
More Details..

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Digital Games As History:how Videogames Represent The Past And Offer Access To Historical Practice
by Chapman, Adam
Publish: Jun 2016
ISBN-13: 9781317553854

Status:Not yet published

Price: S$69.98

Book Description

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understa
More Details..

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Digital Games As History:how Videogames Represent The Past And Offer Access To Historical Practice
by Chapman, Adam
Publish: Jun 2016
ISBN-13: 9781317553847

Status:Not yet published

Price: S$69.98

Book Description

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understa
More Details..

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

Subjectivity Across Media:interdisciplinary And Transmedial Perspectives
by Reinerth, Maike Sarah | Thon, Jan-Noël
Publish: Jul 2016
ISBN-13: 9781315643625
ISBN-10:1315643626
Status:Not yet published

Price: S$69.98

Book Description

Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also t
More Details..

Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also the perception and consciousness of characters in these worlds. Hence, media can generally be understood as "qualia machines," in other words technologies that allow for the production of subjective experiences within the affordances and limitations posed by the conventions of their specific mediality. This edited collection examines the transmedial as well as the medium-specific strategies employed by the verbal representations characteristic for oral and literary narrative, the verbal-pictorial representations characteristic for graphic narrative, the audiovisual representations characteristic for film and television, and the interactive representations characteristic for various video game genres. Combining theoretical perspectives from analytic philosophy, cognitive theory, and narratology with approaches from phenomenology, psychosemiotics, and social semiotics, the contributions collected in this volume provide a state-of-the-art map of current research on a wide variety of ways in which subjectivity can be represented across conventionally distinct media.

Subjectivity Across Media:interdisciplinary And Transmedial Perspectives
by Reinerth, Maike Sarah | Thon, Jan-Noël
Publish: Jul 2016
ISBN-13: 9781317286578

Status:Not yet published

Price: S$69.98

Book Description

Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also t
More Details..

Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also the perception and consciousness of characters in these worlds. Hence, media can generally be understood as "qualia machines," in other words technologies that allow for the production of subjective experiences within the affordances and limitations posed by the conventions of their specific mediality. This edited collection examines the transmedial as well as the medium-specific strategies employed by the verbal representations characteristic for oral and literary narrative, the verbal-pictorial representations characteristic for graphic narrative, the audiovisual representations characteristic for film and television, and the interactive representations characteristic for various video game genres. Combining theoretical perspectives from analytic philosophy, cognitive theory, and narratology with approaches from phenomenology, psychosemiotics, and social semiotics, the contributions collected in this volume provide a state-of-the-art map of current research on a wide variety of ways in which subjectivity can be represented across conventionally distinct media.

Subjectivity Across Media:interdisciplinary And Transmedial Perspectives
by Reinerth, Maike Sarah | Thon, Jan-Noël
Publish: Jul 2016
ISBN-13: 9781317286561

Status:Not yet published

Price: S$69.98

Book Description

Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also t
More Details..

Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also the perception and consciousness of characters in these worlds. Hence, media can generally be understood as "qualia machines," in other words technologies that allow for the production of subjective experiences within the affordances and limitations posed by the conventions of their specific mediality. This edited collection examines the transmedial as well as the medium-specific strategies employed by the verbal representations characteristic for oral and literary narrative, the verbal-pictorial representations characteristic for graphic narrative, the audiovisual representations characteristic for film and television, and the interactive representations characteristic for various video game genres. Combining theoretical perspectives from analytic philosophy, cognitive theory, and narratology with approaches from phenomenology, psychosemiotics, and social semiotics, the contributions collected in this volume provide a state-of-the-art map of current research on a wide variety of ways in which subjectivity can be represented across conventionally distinct media.

Subjectivity Across Media:interdisciplinary And Transmedial Perspectives
by Reinerth, Maike Sarah | Thon, Jan-Noël
Publish: Jul 2016
ISBN-13: 9781317286554

Status:Not yet published

Price: S$69.98

Book Description

Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also t
More Details..

Media in general and narrative media in particular have the potential to represent not only a variety of both possible and actual worlds but also the perception and consciousness of characters in these worlds. Hence, media can generally be understood as "qualia machines," in other words technologies that allow for the production of subjective experiences within the affordances and limitations posed by the conventions of their specific mediality. This edited collection examines the transmedial as well as the medium-specific strategies employed by the verbal representations characteristic for oral and literary narrative, the verbal-pictorial representations characteristic for graphic narrative, the audiovisual representations characteristic for film and television, and the interactive representations characteristic for various video game genres. Combining theoretical perspectives from analytic philosophy, cognitive theory, and narratology with approaches from phenomenology, psychosemiotics, and social semiotics, the contributions collected in this volume provide a state-of-the-art map of current research on a wide variety of ways in which subjectivity can be represented across conventionally distinct media.

Working In Games:video Game Industry Insiders Talk About The Business Of Play
by Nichols, Randy | Ruggill, Judd | McAllister, Ken | Kaufman, Ryan
Publish: Aug 2016
ISBN-13: 9780203521588
ISBN-10:0203521587
Status:Not yet published

Price: S$51.98

Book Description

This book illuminates the internal workings of the notoriously complex and secretive computer game industry through twenty critical interviews with in
More Details..

This book illuminates the internal workings of the notoriously complex and secretive computer game industry through twenty critical interviews with industry insiders. Aiming for an x-ray view of the video game industry, the authors have spoken to everyone from individual game developers to volunteer play testers to CEOs in order to elucidate industrial economics, corporate/company structures, gender topographies, hiring and firing practices, marketing strategies, and other equally integral but mystifying mechanims of industrial organization. Critical analyses of the major themes arising out of the interviews will anchor clusters of interviews that specifically address programming, art, animation, game design, production, quality assurance, audio, business and legal. A glossary of job titles and a comprehensive overview of the history of the game industry help students figure out where they might fit within the industry, while also illuminating all of its complexities.
Working In Games:video Game Industry Insiders Talk About The Business Of Play
by Nichols, Randy | Ruggill, Judd | McAllister, Ken | Kaufman, Ryan
Publish: Aug 2016
ISBN-13: 9781134076512

Status:Not yet published

Price: S$51.98

Book Description

This book illuminates the internal workings of the notoriously complex and secretive computer game industry through twenty critical interviews with in
More Details..

This book illuminates the internal workings of the notoriously complex and secretive computer game industry through twenty critical interviews with industry insiders. Aiming for an x-ray view of the video game industry, the authors have spoken to everyone from individual game developers to volunteer play testers to CEOs in order to elucidate industrial economics, corporate/company structures, gender topographies, hiring and firing practices, marketing strategies, and other equally integral but mystifying mechanims of industrial organization. Critical analyses of the major themes arising out of the interviews will anchor clusters of interviews that specifically address programming, art, animation, game design, production, quality assurance, audio, business and legal. A glossary of job titles and a comprehensive overview of the history of the game industry help students figure out where they might fit within the industry, while also illuminating all of its complexities.
Working In Games:video Game Industry Insiders Talk About The Business Of Play
by Nichols, Randy | Ruggill, Judd | McAllister, Ken | Kaufman, Ryan
Publish: Aug 2016
ISBN-13: 9781134076581

Status:Not yet published

Price: S$51.98

Book Description

This book illuminates the internal workings of the notoriously complex and secretive computer game industry through twenty critical interviews with in
More Details..

This book illuminates the internal workings of the notoriously complex and secretive computer game industry through twenty critical interviews with industry insiders. Aiming for an x-ray view of the video game industry, the authors have spoken to everyone from individual game developers to volunteer play testers to CEOs in order to elucidate industrial economics, corporate/company structures, gender topographies, hiring and firing practices, marketing strategies, and other equally integral but mystifying mechanims of industrial organization. Critical analyses of the major themes arising out of the interviews will anchor clusters of interviews that specifically address programming, art, animation, game design, production, quality assurance, audio, business and legal. A glossary of job titles and a comprehensive overview of the history of the game industry help students figure out where they might fit within the industry, while also illuminating all of its complexities.
Working In Games:video Game Industry Insiders Talk About The Business Of Play
by Nichols, Randy | Ruggill, Judd | McAllister, Ken | Kaufman, Ryan
Publish: Aug 2016
ISBN-13: 9781134076659

Status:Not yet published

Price: S$51.98

Book Description

This book illuminates the internal workings of the notoriously complex and secretive computer game industry through twenty critical interviews with in
More Details..

This book illuminates the internal workings of the notoriously complex and secretive computer game industry through twenty critical interviews with industry insiders. Aiming for an x-ray view of the video game industry, the authors have spoken to everyone from individual game developers to volunteer play testers to CEOs in order to elucidate industrial economics, corporate/company structures, gender topographies, hiring and firing practices, marketing strategies, and other equally integral but mystifying mechanims of industrial organization. Critical analyses of the major themes arising out of the interviews will anchor clusters of interviews that specifically address programming, art, animation, game design, production, quality assurance, audio, business and legal. A glossary of job titles and a comprehensive overview of the history of the game industry help students figure out where they might fit within the industry, while also illuminating all of its complexities.
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