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Book Game Development Essentials

Download or read book Game Development Essentials written by John Hight and published by Delmar Pub. This book was released on 2008 with total page 284 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice. Game Development Essentials is the only four-color text in the market that offers a comprehensive introduction on game project management in an informal and accessible style, while concentrating on both theory and practice.

Book Handbook of Management Games and Simulations

Download or read book Handbook of Management Games and Simulations written by Chris Elgood and published by Gower Publishing Company, Limited. This book was released on 1997 with total page 440 pages. Available in PDF, EPUB and Kindle. Book excerpt: What kinds of management games are there? How do they compare with other methods of learning? Where can I find the most suitable games for the training objectives I have in mind? Handbook of Management Games and Simulations provides detailed answers to these questions and many others.

Book Handbook of Management Games

Download or read book Handbook of Management Games written by Chris Elgood and published by Gower Publishing Company, Limited. This book was released on 1993 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: "What kinds of management game are now available? How do they differ from one another? How do they compare with other ways of learning? Where can I find the most suitable games for the training objectives I have in mind? Handbook of Management Games offers detailed answers to these questions and many others. For this fifth edition the text has been virtually rewritten to take account of new developments. The result is a comprehensive and up-to-date guide to choosing and using games for management training and development." "Part One of the Handbook examines the characteristics and applications of the different types of game. It explains the methods by which they promote learning and the situations for which they are best suited." "Part Two comprises a directory of some 300 management games, compiled from questionnaires completed by their producers. Each game is described in terms of its target group, subject areas, nature and purpose, and the means by which the outcome is established and made known. The entries also give administrative details such as the number of players, the number of teams and the time required. A specially designed system of indexes enables readers to locate precisely those games that would be suitable for their own situation." "In its new edition Chris Elgood's Handbook remains an indispensable work for anyone concerned with management development."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved

Book The Ultimate History of Video Games  Volume 2

Download or read book The Ultimate History of Video Games Volume 2 written by Steven L. Kent and published by Crown. This book was released on 2021-08-24 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.

Book Game Audio Development

Download or read book Game Audio Development written by Aaron Marks and published by Delmar Pub. This book was released on 2009 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Create game audio from the ground up with this comprehensive, multi-faceted resource designed to meet the needs of both beginners and industry professionals. Came Audio Development tackles the complex world of audio by addressing the three major game audio disciplines; music composition, sound effects creation, and dialogue recording. It begins by providing readers with a solid background and history of the discipline and then shows how to coordinate the associated equipment, techniques, and skills to produce effective audio that will enhance the game experience." --Book Jacket.

Book Handbook of Game Theory and Industrial Organization  Volume II

Download or read book Handbook of Game Theory and Industrial Organization Volume II written by Luis C. Corchón and published by Edward Elgar Publishing. This book was released on 2018-02-23 with total page 547 pages. Available in PDF, EPUB and Kindle. Book excerpt: This second volume of the Handbook includes original contribution by experts in the field. It provides up-to-date surveys of the most relevant applications of game theory to industrial organization. The book covers both classical as well as new IO topics such as mergers in markets with homogeneous and differentiated goods, leniency and coordinated effects in cartels and mergers, static and dynamic contests, consumer search and product safety, strategic delegation, platforms and network effects, auctions, environmental and resource economics, intellectual property, healthcare, corruption, experimental industrial organization and empirical models of R&D.

Book Management

Download or read book Management written by and published by . This book was released on 1978 with total page 732 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Management Game   Volume 2

Download or read book Management Game Volume 2 written by Frédéric Rey-Millet and published by Alisio. This book was released on 2017-09-29 with total page 204 pages. Available in PDF, EPUB and Kindle. Book excerpt: À l'heure du toujours connecté, des outils digitaux et du travail à distance, le numérique rebat les cartes du monde de l'entreprise et du management. Mais faut-il y voir une solution miracle ou une grande illusion pour les dirigeants et les managers ? Devons-nous manager différemment grâce ou à cause du digital ? Dans ce nouvel ouvrage, Isabelle et Frédéric Rey-Millet analysent les changements inéluctables qui se profilent pour le manager et le management et proposent des solutions concrètes pour accompagner avec succès les mutations en cours et à venir. Répondant à la question « Comment faut-il manager à l'heure du digital ? », ce guide pratique aborde la révolution numérique sous trois angles : - le management comme métier : ses joies, ses désillusions, ses nouveaux enjeux ; - le management comme discipline : ses nouvelles règles du jeu, les pratiques qu'il faut abandonner, celles qu'il faut transformer et celles qu'il faut inventer ; - le manager en tant qu'homme : lui qui a, plus que jamais, toutes les cartes en main pour progresser, comment peut-il changer ses habitudes, mieux communiquer et trouver un juste équilibre entre jouer individuel et collectif ? Une importante partie de ce livre est consacrée au développement personnel du manager : sa posture, les nouvelles compétences et les bonnes pratiques qu'il devra développer pour se maintenir en forme et préserver un bon équilibre, pour lui-même et pour les autres. À l'aide d'exemples concrets, recueillis dans différents types d'entreprise et dans le monde entier, Isabelle et Frédéric Rey-Millet portent un regard dynamique, optimiste et inspirant sur les évolutions actuelles et futures du management.

Book NieR  Automata World Guide Volume 2

Download or read book NieR Automata World Guide Volume 2 written by Square Enix and published by Dark Horse Comics. This book was released on 2020-12-15 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over 300 full-color pages collected into a hardcover volume that explores the secrets and strategies of Square Enix's NieR:Automata! Revisit the characters, combat, and environment that enchanted players with stunning action and profound adventure from video game director Yoko Taro. Discover the intricacies of Submergence City, learn more about the characters and enemies with the Data Library, and master the Androids' arsenal! Also featuring concept art and commentary, this second volume of the NieR:Automata World Guide is a must have item for fans of the game! Dark Horse Books and Square Enix come together again to present this adaptation of the original Japanese volume, officially offered in English for the first time!

Book Learning and Education Games  Volume Two  Bringing Games into Educational Contexts

Download or read book Learning and Education Games Volume Two Bringing Games into Educational Contexts written by Karen Schrier Shaenfeld and published by Lulu.com. This book was released on 2016 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."

Book The Rowman   Littlefield Handbook of Media Management and Business

Download or read book The Rowman Littlefield Handbook of Media Management and Business written by L. Meghan Mahoney and published by Rowman & Littlefield. This book was released on 2020-12-15 with total page 481 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Rowman & Littlefield Handbook of Media Management and Business connects research and industry practice to offer a strategic guide for aspiring and current media professionals in convergent environments. As a comprehensive one-stop reference for understanding business issues that drive the production and distribution of content that informs, entertains, and persuades audiences, aims to inspire and inform forward-thinking media management leaders. The handbook examines media management and business through a convergent media approach, rather than focusing on medium-specific strategies. By reflecting media management issues in the information, entertainment, sports, gaming industries, contributed chapters explore the unique opportunities and challenges brought by media convergence, while highlighting the fundamental philosophy, concepts, and practices unchanged in such a dynamic environment. this handbook examines media management through a global perspective, and encourages readers to connect their own diverse development to a broader global context. It is an important addition to the growing literature in media management, with a focus on new media technologies, business management, and internationalization.

Book The Ultimate History of Video Games  Volume 2

Download or read book The Ultimate History of Video Games Volume 2 written by Steven L. Kent and published by Crown. This book was released on 2021-08-24 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.

Book The Great Game of Business

Download or read book The Great Game of Business written by Jack Stack and published by Broadway Business. This book was released on 1994 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Great Game of Business started a business revolution by introducing the world to open-book management, a new way of running a business that created unprecedented profit and employee engagement. The revised and updated edition of The Great Game of Business lays out an entirely different way of running a company. It wasn't dreamed up in an executive think tank or an Ivy League business school or around the conference table by big-time consultants. It was forged on the factory floors of the heartland by ordinary folks hoping to figure out how to save their jobs when their parent company, International Harvester, went down the tubes. What these workers created was a revolutionary approach to management that has proven itself in every industry around the world for the past thirty years--an approach that is perhaps the last, best hope for reviving the American Dream.

Book Knowledge Management  Organizational Intelligence And Learning  And Complexity   Volume II

Download or read book Knowledge Management Organizational Intelligence And Learning And Complexity Volume II written by L. Douglas Kiel and published by EOLSS Publications. This book was released on 2009-08-25 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Knowledge Management, Organizational Intelligence and Learning, and Complexity is the component of Encyclopedia of Technology, Information, and Systems Management Resources in the global Encyclopedia of Life Support Systems (EOLSS), which is an integrated compendium of twenty one Encyclopedias. The Theme on Knowledge Management, Organizational Intelligence and Learning, and Complexity in the Encyclopedia of Technology, Information, and Systems Management Resources provides the latest scientific insights into the evolution of complexity in both the natural and social realms. Emerging perspectives from the fields of knowledge management, computer-based simulation and the organizational sciences are presented as tools for understanding and supporting this evolving complexity and the earth's life support systems. These three volumes are aimed at the following a wide spectrum of audiences from the merely curious to those seeking in-depth knowledge: University and College students Educators, Professional practitioners, Research personnel and Policy analysts, managers, and decision makers and NGOs.

Book The History of Nintendo  1980 1991

Download or read book The History of Nintendo 1980 1991 written by Florent Gorges and published by Les Editions Pix'n Love. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume covers the Nintendo "Game & Watch" games, which were a collection of single game, self-contained electronic hand-held gaming devices with LCD screens

Book Serious Games and Edutainment Applications

Download or read book Serious Games and Edutainment Applications written by Minhua Ma and published by Springer. This book was released on 2017-03-03 with total page 694 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.

Book The History of Nintendo

Download or read book The History of Nintendo written by Florent Gorges and published by Pix'N Love Editions. This book was released on 2012-11-20 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This highly detailed publication delves into the rich and varied (and often forgotten) 120-year history of the world's leading video game company. For the very first time, Nintendo's historical product portfolio is catalogued in painstaking and loving detail, with over 500 card games, tabletop games, toys, electronic, and arcade games, all compiled into one superbly crafted book. This book details Nintendo's humble beginnings as a playing card manufacturer, charting progress through the entire range of toys and games, including such legendary products as Love Tester, Ten Billion, Ultra Hand, Custom Gunman, and hundreds more, progressing up to the first video arcade games, home consoles, and Game & Watch series.