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Book Electronic Arts in Online Gaming

Download or read book Electronic Arts in Online Gaming written by Justin Wong and published by . This book was released on 2004 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Digital Play

    Book Details:
  • Author : Stephen Kline
  • Publisher : McGill-Queen's Press - MQUP
  • Release : 2003
  • ISBN : 0773525432
  • Pages : 379 pages

Download or read book Digital Play written by Stephen Kline and published by McGill-Queen's Press - MQUP. This book was released on 2003 with total page 379 pages. Available in PDF, EPUB and Kindle. Book excerpt: In a marketplace that demands perpetual upgrades, the survival of interactive play ultimately depends on the adroit management of negotiations between game producers and youthful consumers of this new medium. The authors suggest a model of expansion that encompasses technological innovation, game design, and marketing practices. Their case study of video gaming exposes fundamental tensions between the opposing forces of continuity and change in the information economy: between the play culture of gaming and the spectator culture of television, the dynamism of interactive media and the increasingly homogeneous mass-mediated cultural marketplace, and emerging flexible post-Fordist management strategies and the surviving techniques of mass-mediated marketing. Digital Play suggests a future not of democratizing wired capitalism but instead of continuing tensions between "access to" and "enclosure in" technological innovation, between inertia and diversity in popular culture markets, and between commodification and free play in the cultural industries. -- publisher description.

Book Electronic Arts

    Book Details:
  • Author : Thomas Teeter
  • Publisher :
  • Release : 2019
  • ISBN :
  • Pages : 0 pages

Download or read book Electronic Arts written by Thomas Teeter and published by . This book was released on 2019 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Electronic Arts Incorporated (EA) is a leading global developer of video game software with FY2018 revenues in excess of $5B. And although the organization has demonstrated innovative leadership in the industry for many years and has an established portfolio of “hit” game titles, industry trends have created an increasingly competitive environment. Digital game distribution, for example, has dramatically reduced the cost of product delivery, but has also negated a previous barrier to entry for new competitors. In a $36B industry that has been completely reshaped by digital content and distribution, EA seeks to better engage and retain players via digital capabilities. This case study analyzes EA's differentiated competitive strategy founded on three pillars: Player-First, Commitment to Digital, and One EA. Each of these strategic focuses has a direct connection to trends in the transforming video game industry, as the company seeks to expand its player base across platforms, geographies, and business models. Together, these highlight the path for the company to operate more efficiently, create more engaging products and services, and develop increased customer loyalty towards EA games.

Book Online Gaming

    Book Details:
  • Author : The New York Times Editorial Staff
  • Publisher : The Rosen Publishing Group, Inc
  • Release : 2018-12-15
  • ISBN : 1642821357
  • Pages : 226 pages

Download or read book Online Gaming written by The New York Times Editorial Staff and published by The Rosen Publishing Group, Inc. This book was released on 2018-12-15 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the mid 2000s, online gaming was a robust and thriving culture, with dedicated participants around the world. A decade later, mobile games had spawned billion-dollar franchises, and e-sports had earned a viewership rivaling the audiences of blockbuster films. As online gaming grew into a pop culture industry, new questions were raised about the role of video games in business, politics, education, and culture. The articles in this collection showcase the development of this multi-faceted industry, and features such as media literacy terms and questions will engage readers beyond the text.

Book Making School a Game Worth Playing

Download or read book Making School a Game Worth Playing written by Ryan Schaaf and published by Corwin Press. This book was released on 2014-06-05 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: Integrate game-based learning for 21st Century skills success! This straightforward, easy-to-follow guide from experts Schaaf and Mohan helps you leverage technology students love best – digital video games. With step-by-step strategies, you’ll easily find, evaluate, and integrate gaming into your existing lesson plans or completely redesign your classroom. Teachers learn to use well-designed game elements to: Promote meaningful student buy-in Create student-centered, collaborative learning spaces Teach and assess 21st Century Fluencies aligned to Common Core State Standards Address multiple intelligences using research-based strategies Includes a detailed implementation outline. Create engaged, adventure-filled learning with this resourceful guide!

Book Careers in Online Gaming

Download or read book Careers in Online Gaming written by J. Poolos and published by The Rosen Publishing Group, Inc. This book was released on 2013-07-15 with total page 82 pages. Available in PDF, EPUB and Kindle. Book excerpt: The gaming industry has exploded in the past decade. However, online gaming is positioned to take this industry to the next level. Readers are introduced to what online gaming actually is and how it is significantly different from traditional gaming. Further, this title offers young people an invaluable resource into the burgeoning fields in online gaming, such as social gaming, which involves social networking in gameplay; designing games, which requires artistic as well as computer skills; and software engineers, who need to understand the online platform. In addition to job descriptions, readers learn of the specific educational requirements employers seek as well as insights from real-world professionals in the various fields, which add perspective and depth to already-informative content. This title is essential for anyone looking to dive into this creative industry that still offers a lot of potential.

Book Gaming

    Book Details:
  • Author : Britannica Educational Publishing
  • Publisher : Britannica Educational Publishing
  • Release : 2011-11-01
  • ISBN : 1615307362
  • Pages : 178 pages

Download or read book Gaming written by Britannica Educational Publishing and published by Britannica Educational Publishing. This book was released on 2011-11-01 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: Boasting vivid graphics, rapid pacing, and complex narratives, electronic games have evolved both visually and substantially since the early days of Spacewar! and Pong. By allowing users to explore fictional universes, engage in stealth missions, play like their favorite athletes or musicians, and imagine realities both similar to and far-removed from their own, electronic games appeal to a variety of individuals and interests. This absorbing volume details the development of electronic gaming including arcade and early home video consoles through massive multiplayer online games, and examines some of the most popular games of all time.

Book Electronic Arts

Download or read book Electronic Arts written by Elsie Olson and published by Bellwether Media. This book was released on 2024-08-01 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Electronic Arts makes some of the most popular video games today! This title introduces readers to the history of the company, from its origins to the present day, through leveled text and crisp photos. Along the way, fun facts offer high-interest information, while special features map the companyÕs headquarters, profile an EA leader, highlight top-selling EA games, and more. Gamers will enjoy learning the history of this top gaming company!

Book History of Digital Games

Download or read book History of Digital Games written by Andrew Williams and published by CRC Press. This book was released on 2017-03-16 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.

Book Gaming Matters

    Book Details:
  • Author : Judd Ethan Ruggill
  • Publisher : University of Alabama Press
  • Release : 2011-05-11
  • ISBN : 0817317376
  • Pages : 168 pages

Download or read book Gaming Matters written by Judd Ethan Ruggill and published by University of Alabama Press. This book was released on 2011-05-11 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Gaming Matters, McAllister and Ruggill turn from the broader discussion of video game rhetoric to study the video game itself as a medium and the specific features that give rise to games as similar and yet diverse as Pong, Tomb Raider, and Halo.

Book One Up

    Book Details:
  • Author : Joost van Dreunen
  • Publisher : Columbia University Press
  • Release : 2020-10-06
  • ISBN : 0231552211
  • Pages : 317 pages

Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Video Game Industry

Download or read book The Video Game Industry written by Peter Zackariasson and published by Routledge. This book was released on 2012 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'The Video Game Industry' provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. This book describes and defines video games as their own special medium.

Book Understanding Digital Games

Download or read book Understanding Digital Games written by Jason Rutter and published by SAGE. This book was released on 2006-04-20 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

Book Players Unleashed

Download or read book Players Unleashed written by Tanja Sihvonen and published by Amsterdam University Press. This book was released on 2012 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: A compelling examination of the practice and implications of modding as they apply to the best-selling computer game The Sims.

Book Online Gaming

    Book Details:
  • Author : The New York Times Editorial Staff
  • Publisher : The Rosen Publishing Group, Inc
  • Release : 2018-12-15
  • ISBN : 1642821349
  • Pages : 226 pages

Download or read book Online Gaming written by The New York Times Editorial Staff and published by The Rosen Publishing Group, Inc. This book was released on 2018-12-15 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the mid 2000s, online gaming was a robust and thriving culture, with dedicated participants around the world. A decade later, mobile games had spawned billion-dollar franchises, and e-sports had earned a viewership rivaling the audiences of blockbuster films. As online gaming grew into a pop culture industry, new questions were raised about the role of video games in business, politics, education, and culture. The articles in this collection showcase the development of this multi-faceted industry, and features such as media literacy terms and questions will engage readers beyond the text.

Book Understanding Video Games

Download or read book Understanding Video Games written by Simon Egenfeldt-Nielsen and published by Routledge. This book was released on 2015-12-07 with total page 405 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Art of Game Design

Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2014-11-06 with total page 604 pages. Available in PDF, EPUB and Kindle. Book excerpt: Good game design happens when you view your game from as many perspectives as possible. Written by one of the world's top game designers, The Art of Game Design presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, puzzle design, and anthropology. This Second Edition of a Game Developer Front Line Award winner: Describes the deepest and most fundamental principles of game design Demonstrates how tactics used in board, card, and athletic games also work in top-quality video games Contains valuable insight from Jesse Schell, the former chair of the International Game Developers Association and award-winning designer of Disney online games The Art of Game Design, Second Edition gives readers useful perspectives on how to make better game designs faster. It provides practical instruction on creating world-class games that will be played again and again.