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Book A Competitive Assessment of the U S  Video Game Industry

Download or read book A Competitive Assessment of the U S Video Game Industry written by Ralph Watkins and published by . This book was released on 1984 with total page 84 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Game Work

    Book Details:
  • Author : Ken S. McAllister
  • Publisher : University of Alabama Press
  • Release : 2004
  • ISBN : 0817314180
  • Pages : 250 pages

Download or read book Game Work written by Ken S. McAllister and published by University of Alabama Press. This book was released on 2004 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless 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 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 or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.

Book Monthly Catalogue  United States Public Documents

Download or read book Monthly Catalogue United States Public Documents written by and published by . This book was released on 1984 with total page 1464 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Departments of Commerce  Justice  State  the Judiciary  and related agencies appropriations for fiscal year 1985

Download or read book Departments of Commerce Justice State the Judiciary and related agencies appropriations for fiscal year 1985 written by United States. Congress. Senate. Committee on Appropriations. Subcommittee on Commerce, Justice, State, the Judiciary, and Related Agencies and published by . This book was released on 1984 with total page 1264 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Annual Report   United States  International Trade Commission

Download or read book Annual Report United States International Trade Commission written by United States International Trade Commission and published by . This book was released on with total page 104 pages. Available in PDF, EPUB and Kindle. Book excerpt: Includes appendices.

Book Annual Report

    Book Details:
  • Author : United States International Trade Commission
  • Publisher :
  • Release : 1984
  • ISBN :
  • Pages : 92 pages

Download or read book Annual Report written by United States International Trade Commission and published by . This book was released on 1984 with total page 92 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Entertainment Industry Economics

Download or read book Entertainment Industry Economics written by Harold L. Vogel and published by Cambridge University Press. This book was released on 2014-12-31 with total page 713 pages. Available in PDF, EPUB and Kindle. Book excerpt: The entertainment and media industries, already important sectors of the US economy, continue to grow rapidly in other countries around the world. This ninth edition of Entertainment Industry Economics continues to be the definitive source on the economics of film, music, television, advertising, broadcasting, cable, casino and online wagering, publishing, performing arts and culture, toys and games, sports, and theme parks. It synthesizes a vast amount of data to provide a clear, comprehensive, and up-to-date reference guide on the economics, financing, accounting, production, and marketing of entertainment in the United States and overseas. Completely updated, it includes new sections on price effects, art markets, and Asian gaming. Financial analysts and investors, economists, industry executives, accountants, lawyers, regulators and legislators, and journalists, as well as students preparing to join these professionals, will benefit from this invaluable guide on how the entertainment and media industries operate.

Book Computer

    Book Details:
  • Author : Martin Campbell-Kelly
  • Publisher : Taylor & Francis
  • Release : 2023-06-19
  • ISBN : 1000878759
  • Pages : 375 pages

Download or read book Computer written by Martin Campbell-Kelly and published by Taylor & Francis. This book was released on 2023-06-19 with total page 375 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume provides a history of the computer which now comes properly up to the ubiquitous age, with new chapters that look at globalization, platformitization and regulation, allowing readers to engage with the more recent takeover by computers in their historical perspective. With the growing ubiquity of computers, the subject is one of interest to many students and this will feature in history of science and technology courses, and world history courses as well as ones specifically on computing. Books on the history of computing tend to be quite technically or business focused, this covers the social and cultural history as well.

Book Quarterly Report to the Congress and the Trade Policy Committee on Trade Between the United States and the Nonmarket Economy Countries During

Download or read book Quarterly Report to the Congress and the Trade Policy Committee on Trade Between the United States and the Nonmarket Economy Countries During written by United States International Trade Commission and published by . This book was released on 1989 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Computer  Student Economy Edition

Download or read book Computer Student Economy Edition written by Martin Campbell-Kelly and published by Routledge. This book was released on 2018-10-03 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers the way computing was handled before the arrival of electronic computers. It discusses manual information processing and early technologies. The book describes the development of software technology, the professionalization of programming, and the emergence of a software industry.

Book USITC Publication

    Book Details:
  • Author :
  • Publisher :
  • Release :
  • ISBN :
  • Pages : 142 pages

Download or read book USITC Publication written by and published by . This book was released on with total page 142 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Atari Age

    Book Details:
  • Author : Michael Z. Newman
  • Publisher : MIT Press
  • Release : 2018-10-30
  • ISBN : 0262536110
  • Pages : 265 pages

Download or read book Atari Age written by Michael Z. Newman and published by MIT Press. This book was released on 2018-10-30 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful). Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.

Book From Airline Reservations to Sonic the Hedgehog

Download or read book From Airline Reservations to Sonic the Hedgehog written by Martin Campbell-Kelly and published by MIT Press. This book was released on 2004-02-27 with total page 389 pages. Available in PDF, EPUB and Kindle. Book excerpt: A business history of the software industry from the days of custom programming to the age of mass-market software and video games. From its first glimmerings in the 1950s, the software industry has evolved to become the fourth largest industrial sector of the US economy. Starting with a handful of software contractors who produced specialized programs for the few existing machines, the industry grew to include producers of corporate software packages and then makers of mass-market products and recreational software. This book tells the story of each of these types of firm, focusing on the products they developed, the business models they followed, and the markets they served. By describing the breadth of this industry, Martin Campbell-Kelly corrects the popular misconception that one firm is at the center of the software universe. He also tells the story of lucrative software products such as IBM's CICS and SAP's R/3, which, though little known to the general public, lie at the heart of today's information infrastructure.With its wealth of industry data and its thoughtful judgments, this book will become a starting point for all future investigations of this fundamental component of computer history.

Book The Routledge Companion to Video Game Studies

Download or read book The Routledge Companion to Video Game Studies written by Mark J.P. Wolf and published by Taylor & Francis. This book was released on 2023-06-19 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Book Encyclopedia of Video Games  3 volumes

Download or read book Encyclopedia of Video Games 3 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1365 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.