The Awesome Inner Workings of Video Games
Title | The Awesome Inner Workings of Video Games PDF eBook |
Author | Arie Kaplan |
Publisher | Lerner Publications ™ |
Pages | 36 |
Release | 2017-01-01 |
Genre | Juvenile Nonfiction |
ISBN | 1512452041 |
Gamers, beware—your video games can think for themselves! Ever wondered what's inside the plastic of your video game console but don't want to crack it open to find out? Crack open this book instead! You'll learn what computer code looks like, how a game console's "brain" makes decisions, and how its memory allows you to return to play each day without starting from scratch.
The Brain-Boosting Benefits of Gaming
Title | The Brain-Boosting Benefits of Gaming PDF eBook |
Author | Arie Kaplan |
Publisher | Lerner Publications ™ |
Pages | 36 |
Release | 2017-01-01 |
Genre | Juvenile Nonfiction |
ISBN | 1512452084 |
Has anyone ever told you gamers out there that your time would be better spent studying? Well, don't let go of that joystick just yet! Turns out, advancing to that next level of Super Mario Brothers has a similar effect on your brain as getting an A on your spelling test. Video games have been successful at training elite groups in the U.S. military and future doctors. Discover how they can help boost your brain power too!
Trigger Happy
Title | Trigger Happy PDF eBook |
Author | Steven Poole |
Publisher | Arcade Publishing |
Pages | 268 |
Release | 2004 |
Genre | Computers |
ISBN | 9781559705981 |
Examines the history and phenomenal success of video games, and argues that the popular games are on the way to becoming a legitimate art form, much in the same way movies did a century earlier.
Get in the Game!
Title | Get in the Game! PDF eBook |
Author | Marc Mencher |
Publisher | New Riders Publishing |
Pages | 324 |
Release | 2003 |
Genre | Business & Economics |
ISBN | 9780735713079 |
Learn from industry insiders at Sony, Pixar, InfoGames, Electronic Arts and Midway about how they got in the game. Despite the fact that the games industry has now surpassed films in terms of size and revenues, there is a dearth of information on how to get a job in the industry.This book answers those questions.
The Crazy Careers of Video Game Designers
Title | The Crazy Careers of Video Game Designers PDF eBook |
Author | Arie Kaplan |
Publisher | Lerner Publications ™ |
Pages | 36 |
Release | 2017-01-01 |
Genre | Juvenile Nonfiction |
ISBN | 1512452106 |
You might think that working in the video game industry is all fun and, well...games. Jobs like combat designer and animator sound pretty exciting. But do you know what it really takes to do one of these jobs? Do you have the skills? The knowledge? Are you ready to work hard? Game designers create the images, sounds, and action that gamers enjoy. Find out if you can handle a job in this fast-paced industry.
Translation and Localisation in Video Games
Title | Translation and Localisation in Video Games PDF eBook |
Author | Miguel Á. Bernal-Merino |
Publisher | Routledge |
Pages | 323 |
Release | 2014-09-19 |
Genre | Games & Activities |
ISBN | 1317617843 |
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry – understood as a global phenomenon in entertainment – and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game’s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
One Up
Title | One Up PDF eBook |
Author | Joost van Dreunen |
Publisher | Columbia University Press |
Pages | 317 |
Release | 2020-10-06 |
Genre | Business & Economics |
ISBN | 0231552211 |
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.