How Are Video Games Made And Sold

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How Are Video Games Made and Sold?

Author : Kristin Thiel
Publisher : Cavendish Square Publishing, LLC
Page : 32 pages
File Size : 43,7 Mb
Release : 2019-12-15
Category : Juvenile Nonfiction
ISBN : 9781502650436

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How Are Video Games Made and Sold? by Kristin Thiel Pdf

Video games are not just a way young people relax or amuse themselves. They connect players with other gamers around the world and provide a fascinating example of the effects and possibilities of globalization, manufacturing, and design and tech innovation. Aligned with the C3 Framework for Social Studies State Standards, this volume discusses how video games are made and sold, and why that matters to the world's environment, countries' economies, and to an individual's social networks and experience with technology.

The Psychology of Video Games

Author : Celia Hodent
Publisher : Routledge
Page : 105 pages
File Size : 53,5 Mb
Release : 2020-10-07
Category : Psychology
ISBN : 9781000194760

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The Psychology of Video Games by Celia Hodent Pdf

What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Power Play

Author : Asi Burak,Laura Parker
Publisher : Macmillan + ORM
Page : 237 pages
File Size : 40,7 Mb
Release : 2017-01-31
Category : Education
ISBN : 9781250089342

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Power Play by Asi Burak,Laura Parker Pdf

The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

The Comic Book Story of Video Games

Author : Jonathan Hennessey
Publisher : Ten Speed Graphic
Page : 192 pages
File Size : 40,5 Mb
Release : 2017-10-03
Category : Comics & Graphic Novels
ISBN : 9780399578915

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The Comic Book Story of Video Games by Jonathan Hennessey Pdf

A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.

Video Games

Author : Andy Bossom,Ben Dunning
Publisher : Bloomsbury Publishing
Page : 192 pages
File Size : 53,9 Mb
Release : 2017-07-06
Category : Computers
ISBN : 9781474255424

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Video Games by Andy Bossom,Ben Dunning Pdf

A highly visual, example-led introduction to the video game industry, its context and practitioners. Video Games explores the industry's diversity and breadth through its online communities and changing demographics, branding and intellectual property, and handheld and mobile culture. Bossom and Dunning offer insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming. With 19 interviews exploring the diversity of roles and different perspectives on the game industry you'll enjoy learning from a range of international practitioners.

A History of Video Games in 64 Objects

Author : World Video Game Hall of Fame
Publisher : HarperCollins
Page : 584 pages
File Size : 52,8 Mb
Release : 2018-05-29
Category : Games & Activities
ISBN : 9780062838704

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A History of Video Games in 64 Objects by World Video Game Hall of Fame Pdf

Inspired by the groundbreaking A History of the World in 100 Objects, this book draws on the unique collections of The Strong museum in Rochester, New York, to chronicle the evolution of video games, from Pong to first-person shooters, told through the stories of dozens of objects essential to the field’s creation and development. Drawing on the World Video Game Hall of Fame’s unmatched collection of video game artifacts, this fascinating history offers an expansive look at the development of one of the most popular and influential activities of the modern world: video gaming. Sixty-four unique objects tell the story of the video game from inception to today. Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture. A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including: The first edition of Dungeons & Dragons—the ancestor of computer role-playing games The Oregon Trail and the development of educational gaming The Atari 2600 and the beginning of the console revolution A World of Warcraft server blade and massively multiplayer online games Minecraft—the backlash against the studio system The rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materials The prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplace And so much more! A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!

The PlayStation Dreamworld

Author : Alfie Bown
Publisher : John Wiley & Sons
Page : 140 pages
File Size : 52,8 Mb
Release : 2017-10-16
Category : Social Science
ISBN : 9781509518067

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The PlayStation Dreamworld by Alfie Bown Pdf

From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.

The Ultimate History of Video Games, Volume 1

Author : Steven L. Kent
Publisher : Crown
Page : 625 pages
File Size : 53,9 Mb
Release : 2010-06-16
Category : Social Science
ISBN : 9780307560872

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The Ultimate History of Video Games, Volume 1 by Steven L. Kent Pdf

The definitive behind-the-scenes history of the dawn of video games and their rise into a multibillion-dollar business “For industry insiders and game players alike, this book is a must-have.”—Mark Turmell, designer for Midway Games and creator of NBA Jam, NFL Blitz, and WrestleMania With all the whiz, bang, pop, and shimmer of a glowing arcade, volume 1 of The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. Starting in arcades then moving to televisions and handheld devices, the video game invasion has entranced kids and the young at heart for nearly fifty years. And gaming historian Steven L. Kent has been there to record the craze from the very beginning. The Ultimate History: Volume 1 tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, Kent chronicles firsthand accounts of how yesterday’s games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today’s empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you’ll discover • the video game that saved Nintendo from bankruptcy • the serendipitous story of Pac-Man’s design • the misstep that helped topple Atari’s $2-billion-a-year empire • the coin shortage caused by Space Invaders • the fascinating reasons behind the rise, fall, and rebirth of Sega • and much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who’s ever touched a joystick.

Extra Lives

Author : Tom Bissell
Publisher : Vintage
Page : 258 pages
File Size : 51,6 Mb
Release : 2011-06-14
Category : Social Science
ISBN : 9780307474315

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Extra Lives by Tom Bissell Pdf

In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Video Games

Author : Arthur Asa Berger
Publisher : Routledge
Page : 119 pages
File Size : 50,6 Mb
Release : 2017-07-28
Category : Social Science
ISBN : 9781351299947

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Video Games by Arthur Asa Berger Pdf

From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.

Make Money Playing Video Games

Author : kevin jones
Publisher : eBook Partnership
Page : 47 pages
File Size : 50,8 Mb
Release : 2018-10-21
Category : Games & Activities
ISBN : 9781912924066

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Make Money Playing Video Games by kevin jones Pdf

What is the very Definition of Success? Getting Paid to do something you Love So Much you'd Do It For FREE!! Like Gaming!Do You Love Gaming? Do You Need To Make Money? Would You Like To Do Both At The Same Time? That's Right! I said making money playing video gamesIf you said YES, I know Exactly how you Feel! And I have been Unstoppably Psyched since I figured this out. I went from a dead end job I hated, to actually making money in my shorts playing Video Games!What is the very Definition of Success? Getting Paid to do something you Love So Much you'd Do It For FREE!! Like Gaming!What are you doing for money now?If you are young, or still in school, then you're probably stuck doing jobs like Delivering Pizzas, working for a fast food place, or maybe doing menial work like yard care or cleaning. You know that what you are learning in College will pay off someday, but for now,Or maybe you didn't go to school, and you don't have trade skills. So you're stuck working a minimum wage Slave like stocking shelves, or working a retail job you hate!Well, if you Love Gaming, and you can't run away with the Circus, then maybe you should try to make some money by doing something you really love.- Did you know that every year more and more people are quitting the 9-5 grind and their jobs to work for themselves on the internet?- Did you know that the gaming industry is now one of the largest and fastest growing industries in the world making it a multi-billion dollar industry?- Did you know that as you are sitting here reading this pitch page that myself and other gamers make our living from games like Minecraft & Grand Theft Auto 5?- Did you know that last year I made over $120,000 real dollars from doing what i love and passionate about the very same methods I talk about in this guide?- Did you know that making real money playing video games is not only easy, but after you read what I have to say, you'll probably be able to make money too within your first month?See you probably know by now that money is being made online. There are guys who make 20k per game review and then there are guys like pewdiepie who makes 10 Millions a year doing lets play videos on Youtube.So what makes You! any different from them? Why aren't You! making that kind of money?I'll answer that for youPassion + Knowledge + Action = SuccessThis is the only book you need to learn how to Make Money...This is it friends. I couldn't care less whether or not you get this product. I make over six figures a year. If you want to start taking control of your life, get some free time, and get some extra cash, now is the time to do it.If You Download This Today You'll Learn... - The theory behind making money on the Internet and why it works and will work for you - How to make money using websites and what to put on them to generate you the most cash - How to sell almost any product on the internet using affiliate programs (affiliate = you getting paid for the sale) and which programs are best - How to promote your work, the things you write, and your websites - How to make your own information products to sell - How to become a Youtube video gaming superstar like PewDiePie who makes millions a year - How to get people to sell your products, the best way to sell your product, how to promote your product, and where to sell it - Other creative ways to make money - You'll also get links and information on every resource you need to make this happen, I am not going to leave you in the dark, all my secrets are exposedWhat are you waiting for? Your chances of winning the lottery are slim, download my product today and get to work. It's simple, you click the buy button and follow the steps, in less than 5 minutes you'll have instant access to my guide and you'll be on your way to fixing your life and making money on the Internet like everyone else.To your success,kevin jones

Changing the Game

Author : David Edery,Ethan Mollick
Publisher : FT Press
Page : 238 pages
File Size : 52,7 Mb
Release : 2008-10-07
Category : Business & Economics
ISBN : 9780137151752

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Changing the Game by David Edery,Ethan Mollick Pdf

Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way

Encyclopedia of Video Games [3 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 1365 pages
File Size : 54,9 Mb
Release : 2021-05-24
Category : Games & Activities
ISBN : 9781440870200

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Encyclopedia of Video Games [3 volumes] by Mark J. P. Wolf Pdf

Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

How to Play Video Games

Author : Nina Huntemann
Publisher : NYU Press
Page : 376 pages
File Size : 46,6 Mb
Release : 2019-03-26
Category : Games & Activities
ISBN : 9781479802142

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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.

Making Great Games

Author : Michael Thornton Wyman
Publisher : Taylor & Francis
Page : 226 pages
File Size : 53,5 Mb
Release : 2012-11-12
Category : Computers
ISBN : 9781136132377

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Making Great Games by Michael Thornton Wyman Pdf

Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made.