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Book Online Game Pioneers at Work

Download or read book Online Game Pioneers at Work written by Morgan Ramsay and published by Apress. This book was released on 2015-06-03 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this groundbreaking collection of 15 interviews, successful founders of entertainment software companies reflect on their challenges and how they survived. You will learn of the strategies, the sacrifices, the long hours, the commitment, and the dedication to quality that led to their successes but also of the toll that this incredibly competitive market has on even its most brilliant minds. For the hundreds of thousands of game developers out there, this is a must read survival guide. For those who simply enjoy games and know of some of these founders, this will be a most interesting read. Sales of video games, hardware, and accessories reach upwards of $20 billion every year in the United States alone, and more than two-thirds of American households include video games in their daily lives. In a world that seems to be overflowing with fortune and success, the vicious truth of this booming industry is easily forgotten: failure is tradition. Video games define a cultural crossroad where business, entertainment, and technology converge, where the risks are great, cutting edge technology is vitally important and competition is intense. Here are the stories of survival from many of the industries luminaries who founded companies, created industries in their home countries, took amazing risks, innovated technologies, and invented new ways to sell. Among this outstanding group of pioneers are Richard Garriott, founder of Origin, astronaut, and the producer of the revolutionary Ultima Online, John Romero of Doom, Wolfenstein and Quake fame, and Victor Kislyi whose World of Tanks set the Guinness world record for the most people online at once with over 1.1 million people playing). You will read their stories and you will gain an understanding of how they managed in such a demanding business. There are a few game development companies that have withstood the test of time; most startups exit as quickly as they enter the scene. Many firms are outpaced by the explosive worldwide growth and economic realities of the sector. Here are enlightening the stories of entrepreneurs who found success and many who subsequently could not repeat it. They walk you through their incredible journeys of success and failure while expressing their views on development, design, hiring, finance, business models, selling their organization, the business life cycle, their frustrations and mistakes, while showing their intensity and their passion for the business along the way. Online Game Pioneers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who defied the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business Other books in the Apress At Work Series: Gamers at Work, Ramsay. 978-1-4302-3351-0 Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7

Book Gamers at Work

    Book Details:
  • Author : Morgan Ramsay
  • Publisher : Apress
  • Release : 2012-06-08
  • ISBN : 1430233524
  • Pages : 345 pages

Download or read book Gamers at Work written by Morgan Ramsay and published by Apress. This book was released on 2012-06-08 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Gamers at Work is a critical resource for new and experienced business leaders—for anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them." —Peter Molyneux OBE, founder, Lionhead Studios "Gamers at Work explores every imaginable subtlety of the video-game industry through the fascinating stories of those who took the risks and reaped the rewards." —Hal Halpin, president, Entertainment Consumers Association "This is the sort of book that can tear the most hardcore gamers away from their PCs, Macs, or consoles for a few hours of rewarding reading." —North County Times "Gamers at Work is truly an invaluable resource that's well worth adding to your personal library." —Wii Love It There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way. Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management. Gamers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business As an added bonus, check out Online Game Pioneers at Work, published in 2015, for even more incredible stories from leaders in the mobile space. Featured Entrepreneurs: Trip Hawkins, Electronic Arts (Madden NFL) Nolan Bushnell, Atari (Pong) Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization) Tony Goodman, Ensemble Studios (Age of Empires) Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II) Tim Cain, Troika Games (Arcanum, Vampire: the Masquerade—Bloodlines) Warren Spector, Junction Point Studios (Disney Epic Mickey) Doug & Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego) Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball) John Smedley, Verant Interactive (EverQuest, PlanetSide) Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry) Lorne Lanning, Oddworld Inhabitants (Oddworld) Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls) Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear) Christopher Weaver, Bethesda Softworks (The Elder Scrolls) Jason Rubin, Naughty Dog (Crash Bandicoot, Uncharted) Ted Price, Insomniac Games (Spyro, Resistance) Other books in the Apress At Work Series: Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7

Book Pioneers of the Computer Age  from Charles Babbage to Steve Jobs

Download or read book Pioneers of the Computer Age from Charles Babbage to Steve Jobs written by Abdul Montaqim and published by Lulu.com. This book was released on 2012-04-08 with total page 90 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is intended to provide an introduction to, and an overview of, the computer industry - or the "Computer Age" - as well as the key people who created the computerised world we live in... without too many technical details. The idea is to offer a snapshot of the industry at this point in time and find out how it got where it is today, highlighting its most notable inventions and innovations and the pioneering people who are responsible for them.Extract: The original human computers used tools to help them calculate. The most well known calculating tool from antiquity is the abacus, which was usually made from wood and featured a frame containing sticks along which beads could be moved. It is believed that the abacus was invented some time between 2700-2300 BC, in Sumeria, and its forerunner was probably a system whereby stones or beads were moved along grooves in the sand or ground, or tablets of wood, stone or metal.

Book Practices of Speculation

Download or read book Practices of Speculation written by Jeanne Cortiel and published by transcript Verlag. This book was released on 2020-12-31 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume offers innovative ways to think about speculation at a time when anticipation of catastrophe in an apocalyptic mode is the order of the day and shapes public discourse on a global scale. It maps an interdisciplinary field of investigation: the chapters interrogate hegemonic ways of shaping the present through investments in the future, while also looking at speculative practices that reveal transformative potential. The twelve contributions explore concrete instances of envisioning the open unknown and affirmative speculative potentials in history, literature, comics, computer games, mold research, ecosystem science and artistic practice.

Book Through the Moongate  The Story of Richard Garriott  Origin Systems Inc  and Ultima

Download or read book Through the Moongate The Story of Richard Garriott Origin Systems Inc and Ultima written by Andrea Contato and published by Andrea Contato. This book was released on 2019-06-30 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: Richard Garriott is one of the most well-known personalities in the video game industry, and one of the last of its pioneers still in the business. Ultima, the revolutionary series of role-playing games he designed, and Origin Systems Inc., the company he co-founded in 1983, are inextricably linked to the history of videogames. This is their story. Part 1 - From Akalabeth to Ultima VI

Book Teacher Pioneers

    Book Details:
  • Author : Caroline C. Williams
  • Publisher : Lulu.com
  • Release : 2016-12-15
  • ISBN : 136531815X
  • Pages : 394 pages

Download or read book Teacher Pioneers written by Caroline C. Williams and published by Lulu.com. This book was released on 2016-12-15 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teachers work with students, parents, administrators, coaches, camp counselors, education researchers, postsecondary institutions, teachers of other grades and other subjects-in short, teachers accomplish their daily miracles through collaboration by asking questions about what they don't know and sharing what they do. This book was written by teacher pioneers to share their collaborating, their designing, and their exploring.

Book Electronic Globalized Business and Sustainable Development Through IT Management  Strategies and Perspectives

Download or read book Electronic Globalized Business and Sustainable Development Through IT Management Strategies and Perspectives written by Ord¢¤ez de Pablos, Patricia and published by IGI Global. This book was released on 2010-08-31 with total page 286 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book provides fresh ideas on how IT and modern management can contribute to societal and economic objectives and the significant role of IT for global challenges and international collaboration"--Provided by publisher.

Book Online Gaming and Playful Organization

Download or read book Online Gaming and Playful Organization written by Harald Warmelink and published by Routledge. This book was released on 2014-02-03 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.

Book Career Day

    Book Details:
  • Author : Anne Rockwell
  • Publisher : HarperCollins
  • Release : 2024-01-09
  • ISBN : 9780063356887
  • Pages : 0 pages

Download or read book Career Day written by Anne Rockwell and published by HarperCollins. This book was released on 2024-01-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: A picture book classic from mom-and-daughter creators Anne and Lizzy Rockwell--helping kids begin to explore careers. On Career Day the children in Mrs. Madoff's class take turns introducing special visitors. Every visitor has something interesting to share, and together the class learns all about the different work people do, from writing books, to working in construction to being a veterinarian. In the fourth Mrs. Madoff book, Anne and Lizzy Rockwell revisit Mrs. Madoff's class as they help young readers explore the question "What do you want to be when you grow up?"

Book Pioneers in Machinima  The Grassroots of Virtual Production

Download or read book Pioneers in Machinima The Grassroots of Virtual Production written by Tracy G. Harwood and published by Vernon Press. This book was released on 2021-09-07 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: This important new work focuses on the pioneers in machinima, considered to be the grassroots and beginnings of virtual production. Machinima’s impacts are identified by the community, supplemented by Harwood and Grussi’s research and experience over a period of 25 years – from game, film and filmmaking to digital arts practice, creative technologies developments and related research and theory. Machinima is the first digital cultural practice to have emerged from the internet into a mainstream creative genre. Its latest transformation is evident through the increasing convergence of games and film where real-time virtual production as a professional creative practice is resulting in new forms of machine-generated interactive experiences. Using the most culturally significant machinima works (machine-cinema) as lenses to trace its history and impacts, ‘Pioneers in Machinima: The Grassroots of Virtual Production’ provides in-depth testimony by filmmakers and others involved in its emergence. The extensive reference to source materials and interviews bring the story of its impacts up to date through the critical reflections of the early pioneers. This book will be of interest to machinima researchers and practitioners, including game culture, media theorists, students of film studies and game studies, digital artists and those interested in how creative technologies have influenced communities of practice over time.

Book Women in Gaming  100 Professionals of Play

Download or read book Women in Gaming 100 Professionals of Play written by Meagan Marie and published by Penguin. This book was released on 2018-12-04 with total page 354 pages. Available in PDF, EPUB and Kindle. Book excerpt: Women in Gaming: 100 Professionals of Play is a celebration of female accomplishments in the video game industry, ranging from high-level executives to programmers to cosplayers. This insightful and celebratory book highlights women who helped to establish the industry, women who disrupted it, women who fight to diversify it, and young women who will someday lead it. Featuring household names and unsung heroes, each individual profiled is a pioneer in their own right. Key features in this book include: *100 Professionals of Play: Interviews and Special Features with 100 diverse and prominent women highlighting their impact on the gaming industry in the fields of design, programming, animation, marketing, voiceover, and many more. *Pro Tips: Practical and anecdotal advice from industry professionals for young adults working toward a career in the video game industry. *Essays: Short essays covering various topics affecting women in gaming related careers, including "Difficult Women: The Importance of Female Characters Who Go Beyond Being Strong," "NPC: On Being Unseen in the Game Dev Community," and "Motherhood and Gaming: How Motherhood Can Help Rather Than Hinder a Career." *"A Day in the Life of" Features: An inside look at a typical day in the gaming industry across several vocations, including a streamer, a voice actor, and many more.

Book Origin Stories

Download or read book Origin Stories written by Chris Lee and published by eBook Partnership. This book was released on 2021-04-19 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: Origin Stories: The Pioneers Who Took Football to the World charts the growth of the game in each major footballing country, from the very first kick to the first World Cup in 1930. Football's global spread from muddy playing fields to colossal, purpose-built stadiums is a story of class, race, gender and politics. Along the way, you'll meet the people who established football around the world and discover the challenges they faced. Featuring interviews with leading historians, journalists, club chairmen and descendants of club founders and players, Origin Stories tells the fascinating country-by-country tale of how football put down its roots around the world. The sport's early growth includes a cast of English aristocrats and 'Scotch professors', French tournament pioneers, international merchants, keen students, raucous rebels and more. Origin Stories shows that football's early development was a truly global team effort.

Book They Create Worlds

    Book Details:
  • Author : Alexander Smith
  • Publisher : CRC Press
  • Release : 2019-11-19
  • ISBN : 042975261X
  • Pages : 575 pages

Download or read book They Create Worlds written by Alexander Smith and published by CRC Press. This book was released on 2019-11-19 with total page 575 pages. Available in PDF, EPUB and Kindle. Book excerpt: They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.

Book Communication Technology Update and Fundamentals

Download or read book Communication Technology Update and Fundamentals written by August E. Grant and published by Taylor & Francis. This book was released on 2016-11-03 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: Communication Technology Update and Fundamentals has set the standard as the single best resource for students and professionals looking to brush up on how communication technologies have developed, grown, and converged, as well as what’s in store for the future. The 15th edition is completely updated, reflecting the changes that have swept the communication industries. The first five chapters offer the communication technology fundamentals, including the ecosystem, the history, and structure—then delves into each of about two dozen technologies, including mass media, computers, consumer electronics, and networking technologies. Each chapter is written by experts who provide snapshots of the state of each individual field. Together, these updates provide a broad overview of these industries, as well as the role communication technologies play in our everyday lives. In addition to substantial updates to each chapter, the 15th edition includes: First-ever chapters on Big Data and the Internet of Things Updated user data in every chapter Projections of what each technology will become by 2031 Suggestions on how to get a job working with the technologies discussed The companion website, www.tfi.com/ctu, offers updated information on the technologies covered in this text, as well as links to other resources

Book The Gritty Little Lamb

    Book Details:
  • Author : Dan Allbaugh
  • Publisher :
  • Release : 2020-12-03
  • ISBN : 9781735770840
  • Pages : 32 pages

Download or read book The Gritty Little Lamb written by Dan Allbaugh and published by . This book was released on 2020-12-03 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Includes a game with rules at the end that readers can play after having watched Lambie play it throughout the book.

Book Innovation and Strategy of Online Games

Download or read book Innovation and Strategy of Online Games written by H. Wi Jong and published by Imperial College Press. This book was released on 2009 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business.

Book Women s Diaries of the Westward Journey

Download or read book Women s Diaries of the Westward Journey written by Lillian Schlissel and published by Schocken. This book was released on 2011-08-03 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: An expanded edition of one of the most original and provocative works of American history of the last decade, which documents the pioneering experiences and grit of American frontier women.