Japanese Game

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The Untold History of Japanese Game Developers

Author : John Szczepaniak
Publisher : Createspace Independent Publishing Platform
Page : 0 pages
File Size : 46,7 Mb
Release : 2015-11-04
Category : Computer games
ISBN : 1518655319

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The Untold History of Japanese Game Developers by John Szczepaniak Pdf

Detailed contents listing here: http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-2/ Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.

Japanese Game

Author : Richard Hoyt
Publisher : Speaking Volumes
Page : 274 pages
File Size : 55,5 Mb
Release : 2024-06-03
Category : Fiction
ISBN : 9781645404361

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Japanese Game by Richard Hoyt Pdf

“Cultural shock measuring 9.5 on the Richter scale . . .A SEARING, FAST-MOVING, SOPHISTICATED book, full of action and social comment.”—The New York Times Book Review Shoji Kobayashi, owner of the Yokohama Bay Stars baseball team and godfather to the Japanese mob buys a beautiful woman from Filipino pirates. When he discovers that the woman is the daughter of the Vice President of the United States, he uses her to upset ongoing trade negotiations with the U.S., but the Vice President has a hired ace up his sleeve, ex-CIA assassin James Burlane. "The daughter of the U.S. Vice President is kidnapped in the Philippines and sold to the yakuza as a sex slave. When the gangsters learn who she is, they attempt to blackmail the U.S. into softening its stance in trade negotiations. Enter maverick former CIA agent James Burlane, who, after examining each country's approach to baseball, decides that hardball is the only game the kidnappers will understand. Hoyt fans . . . will ask for Japanese Game."—Booklist A novel of suspense and “three age-old Japanese cultural traditions: trade protectionism, white slavery, and baseball . . . IRRESISTIBLY ENJOYABLE.”—Kirkus Reviews "SNAPPY, FAST-PACED . . . James Burlane is SLICK, TOUGH AND LETHAL . . . Hoyt is an ADROIT AND ZESTFUL writer."—Minneapolis Star-Tribune "Richard Hoyt has FUN . . . VERY WELL WRITTEN and will hold your attention from the start." — The New York Times Book Review "SUSPENSEFUL AND WELL-PACED."—Library Journal

The Third Wave of Japanese Games

Author : 中山淳雄,Atsuo Nakayama
Publisher : PHP研究所
Page : 141 pages
File Size : 48,8 Mb
Release : 2015-01-16
Category : Business & Economics
ISBN : PKEY:56900000210052490007

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The Third Wave of Japanese Games by 中山淳雄,Atsuo Nakayama Pdf

The road to stardom of video games comes from the unprecedented growth of mobile game.? Now, the top ranked “freemium” mobile game gains over $1 billion revenue and over 50% profit, which is going to surpass the historical blockbusters of Arcade, Console, and PC titles by far. Where, how, and why does this market gave first cry? As like the legendary birth of PAC-MAN, Super Mario, and Pocket Monster, this mobile game market also begins from Japan truthfully. The author will continuously surprise you to bring his own unique analysis based on his various mobile gaming experience as a business development of DeNA, a consultant of Deloitte Touche Tohmatsu, and a Studio head of Bandai Namco Studios Vancouver. 今やビデオゲーム業界は8兆円市場となり、映画やテレビなど20世紀のコンテンツ業界を代表する二大業界に迫る勢いを見せている。 本書は、データを示しつつこの日本でモバイルゲームが成長した過程に迫るとともに、日米文化の比較分析まで視野に含めた野心的な書である。 【PHP研究所】

A Guide to Japanese Role-Playing Games

Author : Bitmap Books
Publisher : Unknown
Page : 0 pages
File Size : 40,9 Mb
Release : 2021-10-25
Category : Electronic
ISBN : 1838019146

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A Guide to Japanese Role-Playing Games by Bitmap Books Pdf

Hardcore Gaming 101 Presents: Japanese Video Game Obscurities

Author : Kurt Kalata
Publisher : Unbound Publishing
Page : 243 pages
File Size : 54,6 Mb
Release : 2019-11-14
Category : Games & Activities
ISBN : 9781783527656

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Hardcore Gaming 101 Presents: Japanese Video Game Obscurities by Kurt Kalata Pdf

Japan has produced thousands of intriguing video games. But not all of them were released outside of the country, especially not in the 1980s and 90s. While a few of these titles have since been documented by the English-speaking video game community, a huge proportion of this output is unknown beyond Japan (and even, in some cases, within it). Hardcore Gaming 101 Presents: Japanese Video Game Obscurities seeks to catalogue many of these titles – games that are weird, compelling, cool or historically important. The selections represent a large number of genres – platformers, shoot-em-ups, role-playing games, adventure games – across nearly four decades of gaming on arcade, computer and console platforms. Featuring the work of giants like Nintendo, Sega, Namco and Konami alongside that of long-forgotten developers and publishers, even those well versed in Japanese gaming culture are bound to learn something new.

VINTROPEDIA - Vintage Computer and Retro Console Price Guide 2009

Author : Michael Starr,Craig Chapple
Publisher : Lulu.com
Page : 330 pages
File Size : 49,9 Mb
Release : 2008-07-09
Category : Business & Economics
ISBN : 9781409212775

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VINTROPEDIA - Vintage Computer and Retro Console Price Guide 2009 by Michael Starr,Craig Chapple Pdf

Covering a time span of 1968 to 1998, and encompassing a spectrum of over 14,000 items across the history of the computer, console, accessories and software markets, the Vintropedia 2009 Price Guide is the definitive resource to a collector's needs.Included within are prices (in GBP), machine specifications, regions of origin, release dates, model names, publishing companies, old ads and more! Look no further than Vintropedia, a guide created by collectors, for collectors.

Shogi Japan's Game of Strategy

Author : Trevor Leggett
Publisher : Tuttle Publishing
Page : 100 pages
File Size : 43,8 Mb
Release : 2011-12-20
Category : Games & Activities
ISBN : 9781462902439

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Shogi Japan's Game of Strategy by Trevor Leggett Pdf

Master the game of Japanese Chess—or shogi with this easy to follow shogi guide. The game of shogi is a chess-like game of strategy long played in Japan. This book is the ultimate strategy guide on shogi for beginners and experienced players alike. The step-by-step instructions an easy to follow diagrams lead the reader through the strategies and intricacies of one of Japan's most popular war games. The book includes explanations of: The shogi board The moves of the different pieces The effective use of the various pieces in game situations The use of "paratroopers" (pieces captured from an opponent) Defenses against attacks The relative value of each of the pieces A sample game and commentary various possible openings and their results How to read a Japanese score The books author, Trevor Leggett, head of Japanese-language broadcasts for the BBC, is an expert guide, holding a rank of fourth dan in shogi making him the ideal teacher for a Western audience.

History of the Japanese Video Game Industry

Author : Yusuke Koyama
Publisher : Springer Nature
Page : 285 pages
File Size : 47,7 Mb
Release : 2023-06-02
Category : Business & Economics
ISBN : 9789819913428

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History of the Japanese Video Game Industry by Yusuke Koyama Pdf

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.

Japanese Numbers Game

Author : T Crump
Publisher : Routledge
Page : 224 pages
File Size : 51,7 Mb
Release : 2012-11-12
Category : Social Science
ISBN : 9781134935581

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Japanese Numbers Game by T Crump Pdf

An almost obsessional use of numbers characterizes Japanese popular culture. A wide variety of numerical formulae and strategies provide the means for explaining events and solving problems occurring in everyday life. These include such matters as the choice of the name for a child, ranking in almost any game or sport, the diagnosis and cure of illness or the decision to accept a new job. This text provides a general study of the field of Japanese popular numeracy. It introduces the reader to a world of numbers in which fortune-telling, the abacus and games involving numbers, as well as curious numerical names (of both people and places), illustrate the importance of systems of counting, calculation and forecasting. The study explores the cultural roots of attitudes towards numbers and makes suggestions about the contemporary implications of a culture in which mechanical numeracy (and number obsession) is general but the highest levels of academic mathematics still fall short of world standards.

Japanese Role-Playing Games

Author : Rachael Hutchinson,Jérémie Pelletier-Gagnon
Publisher : Rowman & Littlefield
Page : 337 pages
File Size : 44,5 Mb
Release : 2022-04-11
Category : Social Science
ISBN : 9781793643551

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Japanese Role-Playing Games by Rachael Hutchinson,Jérémie Pelletier-Gagnon Pdf

Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.

Game Localization

Author : Minako O'Hagan,Carmen Mangiron
Publisher : John Benjamins Publishing
Page : 388 pages
File Size : 47,7 Mb
Release : 2013-08-29
Category : Language Arts & Disciplines
ISBN : 9789027271860

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Game Localization by Minako O'Hagan,Carmen Mangiron Pdf

Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.

Atari to Zelda

Author : Mia Consalvo
Publisher : MIT Press
Page : 269 pages
File Size : 44,6 Mb
Release : 2016-04-08
Category : Games & Activities
ISBN : 9780262034395

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Atari to Zelda by Mia Consalvo Pdf

The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.

Japanese Game Graphics

Author : Works Corporation
Publisher : Collins Design
Page : 176 pages
File Size : 55,8 Mb
Release : 2004-07-01
Category : Computers
ISBN : 0060567724

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Japanese Game Graphics by Works Corporation Pdf

Japan is the world power in video games, producing the most popular video hardware and software in the world that has won countless fans worldwide. Now these fans can take a look at the making of their favorite games in Japanese Game Graphics, which goes behind-the-scenes of the most-talked about and popular titles released for Playstation 2 and other consumer videogame hardware. Each of the 26 games covered (including Final Fantasy X2, Soulcalibur 2, and Oni Musha 2) gets its own fully illustrated chapter to describe the game and take readers beyond what is seen on the screen.The artists, illustrators, and creators of each game are extensively interviewed and they themselves describe what is unique about their game, what challenges they had to overcome to create the game, and how the characters and stories were created. They also describe what software and digital techniques (often invented especially for the game) were used to create the look and feel of each game and game world.

Gender Considerations and Influence in the Digital Media and Gaming Industry

Author : Prescott, Julie
Publisher : IGI Global
Page : 357 pages
File Size : 54,9 Mb
Release : 2014-06-30
Category : Social Science
ISBN : 9781466661431

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Gender Considerations and Influence in the Digital Media and Gaming Industry by Prescott, Julie Pdf

Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

The Game of Go: The National Game of Japan

Author : Arthur Smith
Publisher : Good Press
Page : 348 pages
File Size : 51,9 Mb
Release : 2022-01-17
Category : Fiction
ISBN : EAN:4066338109675

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The Game of Go: The National Game of Japan by Arthur Smith Pdf

Go is a board game of skill and strategy. In this way, it could be likened to Chess but there are no other similarities. It is an extremely difficult game to learn and has not really taken hold much outside Japan.