Games Companies Play

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Games Companies Play

Author : Pierre Mornell
Publisher : Unknown
Page : 226 pages
File Size : 48,7 Mb
Release : 2000
Category : Job hunting
ISBN : UOM:39076002033921

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Games Companies Play by Pierre Mornell Pdf

Following up his highly successful HIRING SMART (San Francisco Chronicle Best Books of the Year selection), business guru Pierre Mornell moves to the other side of the interview table to share his knowledge of the hiring process with job hunters of all levels. This indispensable guide is packed with Dr. Mornell'¬?s savvy, street-smart advice on taking the plunge into a new career, readying the necessary cover letters and recommendations, shining in the toughest interview situations, and closing the deal on a dream job. From the Trade Paperback edition.

Games Companies Play

Author : Gerry Griffin,Ciaran Parker
Publisher : Capstone
Page : 0 pages
File Size : 45,9 Mb
Release : 2004-05-21
Category : Business & Economics
ISBN : 1841120111

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Games Companies Play by Gerry Griffin,Ciaran Parker Pdf

Everyone plays office politics, no matter how much they dislike it. The Games Companies Play shows you how to play and win in those messy, murky, and sometimes downright dirty office games. Five different categories of political challenges in the office are explored with real-life anecdotes and commentary that will help readers recognize the situation they?re in and plot the right course of action. Whether avoiding getting 'downsized', fighting off a whiz-kid challenger, or looking for a promotion, Games Companies Play will show you how to play the game... and win!

Inside the Video Game Industry

Author : Judd Ruggill,Ken McAllister,Randy Nichols,Ryan Kaufman
Publisher : Taylor & Francis
Page : 384 pages
File Size : 51,6 Mb
Release : 2016-11-03
Category : Business & Economics
ISBN : 9781134076512

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Inside the Video Game Industry by Judd Ruggill,Ken McAllister,Randy Nichols,Ryan Kaufman Pdf

Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www.routledge.com/9780415828284.

Gamers at Work

Author : Morgan Ramsay
Publisher : Apress
Page : 345 pages
File Size : 48,5 Mb
Release : 2012-06-08
Category : Computers
ISBN : 9781430233527

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Gamers at Work by Morgan Ramsay Pdf

"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

How To Be A Games User Researcher

Author : Steve Bromley
Publisher : Independently Published
Page : 184 pages
File Size : 53,8 Mb
Release : 2021-02-05
Category : Electronic
ISBN : 9798556962040

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How To Be A Games User Researcher by Steve Bromley Pdf

Love video games? Start your career making them better. Games user researchers run playtests to ensure games are understandable and enjoyable, and are a key part of making games that people love. The video games industry is full of passionate people who care about making fun experiences. If you love games, and want to make them better, consider a career in games user research. Drawing upon ten years of experience working on top games and helping people start their career in games How To Be A Games User Researcher is the essential guide on how to run professional quality playtest studies and get a job in the games industry. What's in the book? Discover How games development works and where research fits in How to plan, run, analyse and debrief professional quality playtests The importance of building relationships with game teams How to start a career in user research The skills required to excel at job interviews Who is this book for? This book is for: Students considering a career in games user research UX researchers looking to transition into games New games user researchers Academics studying games design, development, or HCI Game designers and developers looking to improve the quality of their playtests About the author Steve Bromley led research studies for many of PlayStation's top European games including Horizon: Zero Dawn, SingStar and the PlayStation VR launch lineup. He continues to work with games and VR studios to improve the player experience of their games. For the last five years, Steve Bromley has run a games user research mentoring scheme, which has partnered over one hundred students with more than fifty industry professionals from top companies such as Sony, EA, Valve, Ubisoft, and Microsoft, and helped many people get their first job in games. This book covers many of the topics that mentees have asked as they start their games user research career.

Play at Work

Author : Adam L. Penenberg
Publisher : Portfolio
Page : 258 pages
File Size : 50,9 Mb
Release : 2015-11-24
Category : Business & Economics
ISBN : 9781591847106

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Play at Work by Adam L. Penenberg Pdf

"A fascinating look at how games can help us learn, create, and innovate Once thought to be nothing more than diversions for children and nerds, games have become an integral part of everyday life. Educators are trying to make learning more fun by introducing games into the classroom while cutting-edge managers are doing the same in the workplace. Doctors, scientists, and entrepreneurs are deploying games to help solve some of the world's most pressing problems. But according to Adam Penenberg, it's not the games themselves that improve our lives, but rather smart game design and its impact on the brain that can lead us to become immersed in a task we find enjoyable. The individuals and institutions that have used games to achieve this effect are often rewarded with astounding results. Drawing on the latest brain science on attention and engagement plus his own firsthand reporting, Penenberg shows how organizations like Google, Microsoft, hospitals, and the military have used game design in bold new ways"--

Teaching Financial Literacy Through Play

Author : Christopher Harris,Patricia Harris, Ph.D.
Publisher : The Rosen Publishing Group, Inc
Page : 88 pages
File Size : 46,6 Mb
Release : 2015-01-15
Category : Juvenile Nonfiction
ISBN : 9781499490190

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Teaching Financial Literacy Through Play by Christopher Harris,Patricia Harris, Ph.D. Pdf

It may only be play money, but the games in this book can help students better understand how important financial literacy is in their real lives. Play-based lesson plans in the book cover topics including spending and saving, risk assessment, and return on investment using fast-paced board and card games. A larger capstone game pulls together all of the concepts in a market-driven game that places students in the role of stockholders investing in and managing train companies. Who will use financial savvy to turn the biggest profit? Games: High Society. Reiner Knizia. Gryphon Games, 2008. Can't Stop. Sid Sackson. Gryphon Games, 2011. Panic on Wall Street. Britton Roney. Marabunta, 2011. Chicago Express. Harry Wu. Queen Games, 2007.

Digital Play

Author : Stephen Kline,Nick Dyer-Witheford,Greig De Peuter
Publisher : McGill-Queen's Press - MQUP
Page : 379 pages
File Size : 49,9 Mb
Release : 2003
Category : Games & Activities
ISBN : 9780773525436

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Digital Play by Stephen Kline,Nick Dyer-Witheford,Greig De Peuter Pdf

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.

Press Reset

Author : Jason Schreier
Publisher : Hachette UK
Page : 304 pages
File Size : 40,6 Mb
Release : 2021-05-11
Category : Games & Activities
ISBN : 9781538735480

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Press Reset by Jason Schreier Pdf

From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.

The Infinite Game

Author : Simon Sinek
Publisher : Penguin
Page : 272 pages
File Size : 47,9 Mb
Release : 2019-10-15
Category : Business & Economics
ISBN : 9780735213524

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The Infinite Game by Simon Sinek Pdf

From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.

Gaming Cultures and Place in Asia-Pacific

Author : Larissa Hjorth,Dean Chan
Publisher : Routledge
Page : 314 pages
File Size : 42,8 Mb
Release : 2009-06-24
Category : Computers
ISBN : 9781135843175

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Gaming Cultures and Place in Asia-Pacific by Larissa Hjorth,Dean Chan Pdf

This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.

Game Production Studies

Author : Olli Sotamaa,Jan Svelch
Publisher : Unknown
Page : 128 pages
File Size : 49,6 Mb
Release : 2021-03-18
Category : Electronic
ISBN : 9463725431

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Game Production Studies by Olli Sotamaa,Jan Svelch Pdf

1. Production as a major factor of video game culture Media research often revolves around the triumvirate of texts, audiences, and industries as its main focal points. Writing in 2017, Aphra Kerr, the leading expert on video game industry, noted that video game production is an understudied area both in game studies and in media studies more broadly, especially when compared to how much has been written games and players. This edited collection aims to address this research gap by zooming in on particular issues connected to labor, development, publishing, and monetization and catch up on other areas of research, such as screen studies, which started paying attention to production decades ago. 2. A contextualized treatment of video game production As the first collection to exclusively focus on video game production, Game Production Studies offers a unique package of 16 chapters, which explore major themes of labor, development, publishing, and monetization. Building upon the rich foundations of production studies, the collection combines various methodological approaches in order to analyze the cultural practices of video game production. Altogether, it tackles a wide range of issues and topics and aspires to provide the go-to resource for anyone interested in video game production. 3. Timely case studies from across the world This edited collection brings together 16 all-new essays based on empirical research carried out in recent years across the world. Our contributors present case studies from Canada, China, Finland, France, Germany, Poland, and the US among other countries. Considering how fast the video game production networks are evolving, the collection provides both timely discussion of new trends and phenomena such as boutique publishers, in-game monetization regulation, or game jam natives and also historical probes into particular industries, which address the wider socio-historical context of these changes.

Families at Play

Author : Sinem Siyahhan,Elisabeth Gee
Publisher : MIT Press
Page : 216 pages
File Size : 50,7 Mb
Release : 2018-02-02
Category : Education
ISBN : 9780262344586

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Families at Play by Sinem Siyahhan,Elisabeth Gee Pdf

How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.

Digital Games, Revised Edition

Author : Ananda Mitra
Publisher : Infobase Holdings, Inc
Page : 126 pages
File Size : 46,9 Mb
Release : 2020-03-01
Category : Science
ISBN : 9781438182650

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Digital Games, Revised Edition by Ananda Mitra Pdf

In 2006, about 67 percent of Americans played video games using a computer or game console such as PlayStation, Xbox, or Wii. Video games have come a long way since they were developed in the 1970s. In the past, game programs used a computer-like gadget that could be connected to the television. The players would look at the image on the television screen, hence the name "video game." With the development of personal computers in the 1980s, the computer monitor became a more popular display device, leading to the new term "computer game." These terms, along with "digital game," are now interchangeable. Digital Games, Revised Edition explains the history of digital games, explores how the games have affected players and society, and discusses emerging trends in the digital gaming industry.

How to Play Video Games

Author : Nina Huntemann
Publisher : NYU Press
Page : 376 pages
File Size : 42,5 Mb
Release : 2019-03-26
Category : Games & Activities
ISBN : 9781479827985

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How to Play Video Games by Nina Huntemann Pdf

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.