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Book The Game Console 2 0

Download or read book The Game Console 2 0 written by Evan Amos and published by No Starch Press. This book was released on 2021-09-08 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: This revised and expanded second edition of the bestselling The Game Console contains brand new content, with coverage of 50 more consoles, variants, and accessories in 50 added pages. The Game Console 2.0 is a gorgeous coffee table book for geeks and gamers that brings together highly detailed photos of more than 100 video game consoles and their electronic interiors spanning nearly five decades. Revised and updated since the first edition’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry’s rise, fall, and monumental resurgence. The book’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the ‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed. Get a unique peek at the hardware powering the world’s most iconic video-game systems with The Game Console 2.0 — the perfect gift for geeks of all stripes and every gamer’s must-have coffee-table book.

Book The Game Console

    Book Details:
  • Author : Evan Amos
  • Publisher :
  • Release : 2018-11-06
  • ISBN : 1593277431
  • Pages : 265 pages

Download or read book The Game Console written by Evan Amos and published by . This book was released on 2018-11-06 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A photographic history of video game consoles and the hardware inside them"--

Book The Impact of Digitalization in the Workplace

Download or read book The Impact of Digitalization in the Workplace written by Christian Harteis and published by Springer. This book was released on 2017-09-30 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume brings together researchers from various disciplines (i.e. education, psychology, sociology, economy, information technology, engineering) discussing elementary changes at workplaces occurring through digitalization, and reflecting on educational challenges for individuals, organizations, and society. The latest developments in information and communication technology seem to open new potential, and the crucial question arises which kind of work can be replaced by technology? The contributors to this volume are scholars who have been conducting research on the influence of technological change on work and individuals for a long time. The book addresses researchers as well as practitioners in the field of adult education and human resource development.

Book Global Strategic Management

Download or read book Global Strategic Management written by Jedrzej George Frynas and published by Oxford University Press, USA. This book was released on 2015 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: Emphasising the essential techniques of business best practices, this title offers thorough analysis and discussions on concepts such as environmental analysis, strategy development and strategy implementation.

Book Game Theory Approach to Managerial Strategies and Value Creation

Download or read book Game Theory Approach to Managerial Strategies and Value Creation written by Abdelhakim Hammoudi and published by John Wiley & Sons. This book was released on 2017-12-27 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt: Economic players must often choose between several strategic options in a fierce competitive environment where interactions with competitors make decisions particularly complex. Game theory offers useful insights to choose an optimal decision or at least a basis for making rational decision given the constraints of the stakeholders' environment. In presenting the concepts and the logical structure of the reasoning offered by game theory and their applications, the book explains the rational process of decision making in the framework of firm management and market competition. By avoiding the usual complexity of presentation often due to mathematical formalism, the book proposes a reflection and practical insights of game theory for practitioners (managers, strategists) and social, managerial and economic researchers. The book will expose both general teachings and a comprehensive analysis applied to specific case studies of various sectors of the economy.

Book Ultra Massive Video Game Console Guide

Download or read book Ultra Massive Video Game Console Guide written by Mark Bussler and published by . This book was released on 2017-10-15 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ultra Massive Volume 2 continues the never-ending saga of celebrating the failed, forgotten and groundbreaking video game consoles from the past, present, and future. This book includes collecting advice, photographs, and reviews of more than 20 game systems from across the ages including: - ATARI 5200 - ATARI 7800 PROSYSTEM - COLECOVISION - MAGNAVOX ODYSSEY - MATTEL HYPERSCAN - MICROSOFT XBOX - MSX COMPUTER - NEC PC-ENGINE - NINTENDO 64 - NINTENDO GAME BOY ADVANCE - NINTENDO GAMECUBE - SEGA DREAMCAST - SEGA GAME GEAR - SEGA MASTER SYSTEM - SEGA SG-1000 - SEGA MARK III - SNK HYPER NEO-GEO 64 - SONY PLAYSTATION - SONY PSP - TIGER GAME.COM - TIGER R-ZONE Written and photographed by Mark Bussler, producer of Classic Game Room, the longest running Internet video game review show. Mark has collected more than 100 game systems and thousands of games since he started playing Atari 2600 in 1980. Contained within these pages is a fun, stylish look at game systems that were killed off too soon like the Sega Dreamcast and Atari 7800. Enjoy a look at failed technology like the Tiger R-Zone and Mattel Hyperscan. Underrated gems like the Sega Master System, Hyper Neo-Geo 64, and Nintendo GameCube are covered with stunning imagery and recommended games. The mega-popular Sony PlayStation, Nintendo 64, Game Boy Advance and Microsoft Xbox are showcased here. Mark suggests recommended games to collect for each game console that delivers the best bang for the buck. For example, when collecting for Sega Dreamcast start out with Chu Chu Rocket, Crazy Taxi and Hydro Thunder; games that are insanely fun and extremely easy to collect. If you love video games, Pong, and spaceships, you'll love the Ultra Massive series and may find yourself inspired to begin collecting for something new! In addition to playing Nintendo Switch, PlayStation 4 and Xbox One you may find yourself immersed in the world of Sega Mark III and Magnavox Odyssey!

Book 10th European Conference on Games Based Learning

Download or read book 10th European Conference on Games Based Learning written by and published by Academic Conferences and publishing limited. This book was released on with total page 1041 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Proceedings of the Sixth Australasian Conference on Interactive Entertainment

Download or read book Proceedings of the Sixth Australasian Conference on Interactive Entertainment written by Malcolm Ryan and published by Yusuf Pisan. This book was released on 2009-12-17 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: IE '09: The 6th Australasian Conference on Interactive Entertainment Dec 17, 2009-Dec 19, 2009 Sydney, Australia. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

Book Essential XNA Game Studio 2  0 Programming

Download or read book Essential XNA Game Studio 2 0 Programming written by Jim Perry and published by Jones & Bartlett Publishers. This book was released on 2008-06-16 with total page 495 pages. Available in PDF, EPUB and Kindle. Book excerpt: Essential XNA Game Studio 2.0 Programming provides both hobbyists and experienced programmers with the information they need to take advantage of Microsoft's powerful XNA Framework and XNA Game Studio to produce professional-level games for both the PC and the Xbox 360. Beginners learn the fundamentals of 2D game development, creating a complete top-down shooter. Intermediate and advanced users can jump right into 3D game development and create a version of the 3D game that takes advantage of hardware acceleration using High-Level Shader Language (HLSL). Learn how to build an input system to receive events from devices; use the Microsoft Cross-Platform Audio Creation Tool (XACT) to integrate sounds and music into your game; design difficulty systems to tailor your game to players with different skill levels; create a multiplayer game using the networking features of the XNA Framework; implement an achievement system to provide incentive for continued play of your game.

Book Multimedia and Regional Economic Restructuring

Download or read book Multimedia and Regional Economic Restructuring written by Hans-Joachim Braczyk and published by Routledge. This book was released on 2003-09-02 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since the explosion of multimedia, the creation and promotion of multimedia clusters has become a target for regional development strategies across the globe. This work offers the first inter-regional comparison of the multimedia industry. Analysing thirteen American, European and Asian regions, leading academics examine factors which drive the emergence of multimedia clusters and processes by which they are formed,

Book Choosing and Using Digital Games in the Classroom

Download or read book Choosing and Using Digital Games in the Classroom written by Katrin Becker and published by Springer. This book was released on 2016-09-29 with total page 429 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

Book Official Gazette of the United States Patent and Trademark Office

Download or read book Official Gazette of the United States Patent and Trademark Office written by and published by . This book was released on 2003 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book History of the Japanese Video Game Industry

Download or read book History of the Japanese Video Game Industry written by Yusuke Koyama and published by Springer Nature. This book was released on 2023-06-02 with total page 285 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets—for PCs, home consoles, arcades, cellular phones and smart phones—and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present. The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were "interactions". In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the "crash of 1983" in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was. Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017.

Book Invisible Engines

Download or read book Invisible Engines written by David S. Evans and published by MIT Press. This book was released on 2008-02-15 with total page 410 pages. Available in PDF, EPUB and Kindle. Book excerpt: Harnessing the power of software platforms: what executives and entrepreneurs must know about how to use this technology to transform industries and how to develop the strategies that will create value and drive profits. Software platforms are the invisible engines that have created, touched, or transformed nearly every major industry for the past quarter century. They power everything from mobile phones and automobile navigation systems to search engines and web portals. They have been the source of enormous value to consumers and helped some entrepreneurs build great fortunes. And they are likely to drive change that will dwarf the business and technology revolution we have seen to this point. Invisible Engines examines the business dynamics and strategies used by firms that recognize the transformative power unleashed by this new revolution—a revolution that will change both new and old industries. The authors argue that in order to understand the successes of software platforms, we must first understand their role as a technological meeting ground where application developers and end users converge. Apple, Microsoft, and Google, for example, charge developers little or nothing for using their platforms and make most of their money from end users; Sony PlayStation and other game consoles, by contrast, subsidize users and make more money from developers, who pay royalties for access to the code they need to write games. More applications attract more users, and more users attract more applications. And more applications and more users lead to more profits. Invisible Engines explores this story through the lens of the companies that have mastered this platform-balancing act. It offers detailed studies of the personal computer, video game console, personal digital assistant, smart mobile phone, and digital media software platform industries, focusing on the business decisions made by industry players to drive profits and stay a step ahead of the competition. Shorter discussions of Internet-based software platforms provide an important glimpse into a future in which the way we buy, pay, watch, listen, learn, and communicate will change forever. An electronic version of this book is available under a Creative Commons license.

Book Foundations of C   CLI

    Book Details:
  • Author : Gordon Hogenson
  • Publisher : Apress
  • Release : 2008-10-20
  • ISBN : 1430210249
  • Pages : 497 pages

Download or read book Foundations of C CLI written by Gordon Hogenson and published by Apress. This book was released on 2008-10-20 with total page 497 pages. Available in PDF, EPUB and Kindle. Book excerpt: Foundations of C++/CLI: The Visual C++ Language for .NET 3.5 introduces C++/CLI, Microsoft's extensions to the C++ syntax that allow you to target the common language runtime, the key to the heart of the .NET Framework 3.5. This book gives you a small, fast–paced primer that will kick–start your journey into the world of C++/CLI. In 13 no–fluff chapters, Microsoft insiders take readers into the core of the C++/CLI language and explain both how the language elements work and how Microsoft intends them to be used. This book is a beginner's guide, but it assumes a familiarity with programming basics. And it concentrates on explaining the aspects of C++/CLI that make it the most powerful and fun language of the .NET Framework. As such, this book is ideal if you're thinking of migrating to C++/CLI from another language. By the end of this book, you'll have a thorough grounding in the core language elements together with the confidence to explore further that comes from a solid understanding of a language's syntax and grammar.

Book C   CLI

    Book Details:
  • Author : Gordon Hogenson
  • Publisher : Apress
  • Release : 2007-04-29
  • ISBN : 1430202823
  • Pages : 435 pages

Download or read book C CLI written by Gordon Hogenson and published by Apress. This book was released on 2007-04-29 with total page 435 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gives developers – both the experienced and those who have only taken their first few steps – a small, fast-paced primer that will kick-start them into the world of C++/CLI. In twenty no-fluff chapters Microsoft insiders take readers into the heart of the C++/CLI language and explain both how the language elements work and how Microsoft intends them to be used. At the end of this short book readers will have a deep thorough grounding in the core language elements and the confidence to explore further that comes from a solid understanding of a language’s syntax and grammar.

Book Ultra Massive Video Game Console Guide Volume 2  Signature Edition

Download or read book Ultra Massive Video Game Console Guide Volume 2 Signature Edition written by Mark Bussler and published by . This book was released on 2017-10-15 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Ultra Massive Volume 2 continues the never-ending saga of celebrating the failed, forgotten and groundbreaking video game consoles from the past, present, and future.This book includes collecting advice, photographs, and reviews of more than 20 game systems from across the ages including:- ATARI 5200- ATARI 7800 PROSYSTEM- COLECOVISION- MAGNAVOX ODYSSEY- MATTEL HYPERSCAN- MICROSOFT XBOX- MSX COMPUTER- NEC PC-ENGINE- NINTENDO 64- NINTENDO GAME BOY ADVANCE- NINTENDO GAMECUBE- SEGA DREAMCAST- SEGA GAME GEAR- SEGA MASTER SYSTEM- SEGA SG-1000- SEGA MARK III- SNK HYPER NEO-GEO 64- SONY PLAYSTATION- SONY PSP- TIGER GAME.COM- TIGER R-ZONEWritten and photographed by Mark Bussler, producer of Classic Game Room, the longest running Internet video game review show. Mark has collected more than 100 game systems and thousands of games since he started playing Atari 2600 in 1980.Contained within these pages is a fun, stylish look at game systems that were killed off too soon like the Sega Dreamcast and Atari 7800. Enjoy a look at failed technology like the Tiger R-Zone and Mattel Hyperscan. Underrated gems like the Sega Master System, Hyper Neo-Geo 64, and Nintendo GameCube are covered with stunning imagery and recommended games. The mega-popular Sony PlayStation, Nintendo 64, Game Boy Advance and Microsoft Xbox are showcased here.Mark suggests recommended games to collect for each game console that delivers the best bang for the buck. For example, when collecting for Sega Dreamcast start out with Chu Chu Rocket, Crazy Taxi and Hydro Thunder; games that are insanely fun and extremely easy to collect.If you love video games, Pong, and spaceships, you'll love the Ultra Massive series and may find yourself inspired to begin collecting for something new! In addition to playing Nintendo Switch, PlayStation 4 and Xbox One you may find yourself immersed in the world of Sega Mark III and Magnavox Odyssey!The special Signature Edition is signed by the author.