Plunkett`s Games, Apps & Social Media Industry Almanac 2023, Jack W. Plunkett
Автор: Gregory Название: Game Engine Architecture 3E ISBN: 1138035459 ISBN-13(EAN): 9781138035454 Издательство: Taylor&Francis Рейтинг: Цена: 12707.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: New to this edition: update the section on game console HW, extend the rendering chapter, include a section on 2D GUI, new chapter on multiplayer networking, more coverage of the Unity game engine.
Автор: Nichols Randy Название: Inside the Video Game Industry ISBN: 0415828287 ISBN-13(EAN): 9780415828284 Издательство: Taylor&Francis Рейтинг: Цена: 7961.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: 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.
This book, ClubHouse: Virtual Audio-only Social Media App for Sharing Constructive Conversation between Professionals and Celebrities, is specifically written to teach you about ClubHouse, the new social media app buzzing the internet, how it basically works, and how to join in order to connect with celebrities and professionals all over the world.
This book teaches you everything you need to know about the ClubHouse app. With this book, you will not only get to know about the app and what it does or why it was created, you will also get to know about how to use it to your full potential as well as knowing how to link your Twitter and Instagram to it in order to have them integrated. It is a must-have book for everyone who wants to explore ClubHouse app.
Автор: Lynch, Michael Earle, Adrian Название: Surviving game school...and the game industry after that ISBN: 1138568090 ISBN-13(EAN): 9781138568099 Издательство: Taylor&Francis Рейтинг: Цена: 7195.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание:
Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors - and the joys - of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life's goals and building and keeping a sensible balance between work and everything else.
Key Features:
What you can expect from a top college Game Design Program, from an experienced college professor
What to expect while working in the games industry, from 25-year veteran game developer.
How to find an industry job after gaining a relevant college degree
How to build and maintain a satisfying career in the games industry
A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South.
A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives.
Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.
--Vicki Mayer, Tulane University, author of Almost Hollywood, Nearly New Orleans
A Precarious Game is an ethnographic examination of video game production. The developers that Ergin Bulut researched for almost three years in a medium-sized studio in the U.S. loved making video games that millions play. Only some, however, can enjoy this dream job, which can be precarious and alienating for many others. That is, the passion of a predominantly white-male labor force relies on material inequalities involving the sacrificial labor of their families, unacknowledged work of precarious testers, and thousands of racialized and gendered workers in the Global South.
A Precarious Game explores the politics of doing what one loves. In the context of work, passion and love imply freedom, participation, and choice, but in fact they accelerate self-exploitation and can impose emotional toxicity on other workers by forcing them to work endless hours. Bulut argues that such ludic discourses in the game industry disguise the racialized and gendered inequalities on which a profitable transnational industry thrives.
Within capitalism, work is not just an economic matter, and the political nature of employment and love can still be undemocratic even when based on mutual consent. As Bulut demonstrates, rather than considering work simply as a matter of economics based on trade-offs in the workplace, we should consider the question of work and love as one of democracy rooted in politics.
Автор: Jack W. Plunkett Название: Plunkett`s Games, Apps & Social Media Industry Almanac 2020 ISBN: 1628315342 ISBN-13(EAN): 9781628315349 Издательство: Mare Nostrum (Eurospan) Рейтинг: Цена: 47651.00 р. Наличие на складе: Нет в наличии.
Описание: Electronic Games have become so large in scope as an industry, and so wildly popular on a global basis, that they generate more that $150 billion yearly. For comparison, this means that the electronic games industry is nearly four times larger than the total amount of movie revenues at the box office worldwide. The fact that games can be played on mobile devices is adding dramatically to their growth.> Big news in electronic games is the growing number of enthusiasts who are interested in gathering, in-person, to watch other people play them. Gaming as a spectator sport is attracting viewers in the millions, most of whom pay for the experience. This trend is known as eSports. Players can be amateurs or professionals, depending on the venue. By one estimate, global revenue for eSports will reach $1.5 billion by 2020. eSport viewing is growing at a staggering rate. For example, 128 million people watched the League of Legends Mid Season Invitational 2018 online, compared to 103 million who watched the NFL Super Bowl 2018 on television. eSports are particularly popular in China, where 135 million people watched on a regular basis in 2018. /> In late 2014, Amazon acquired Twitch Interactive, Inc., an internet video channel for broadcasting and watching people play games, for $970 million. By 2018, Twitch reported 560 billion minutes of content watched for the year, 3.4 million unique broadcasters every month on average and 1.07 million average concurrent viewers.> eSports are in the mainstream on college campuses where teams are competing in tournaments for tuition money and other prizes. As competition (and prize money) grows, a niche for videogame coaches has opened up, both on college campuses and in other tournament play. For example, Riot Games, Inc. runs tournaments in which 116 teams compete worldwide, and each of those teams has at least one coach on staff, with salaries of between $30,000 and $50,000 annually.> Special stadiums dedicated to eSports games are being built around the world. In late 2018, the city of Arlington, Texas opened a 100,000 square-foot complex named Esports Stadium Arlington. This is a logical investment by the city, as it is already the home of the stadiums of both the Texas Rangers MLB team, and the Dallas Cowboys NFL football team. A firm called Allied Esports International has planned or opened several eSports stadiums, including locations in the U.S. (California and Las Vegas), as well as cities in China and Germany. For everything you need to know about the global electronic games industry, see: Plunkett's Games, Apps & Social Media Industry Almanac 2020 For everything you need to know about the global electronic games industry, see: Plunkett's Games, Apps & Social Media Industry Almanac 2020
Автор: White Название: Breaking Out of the Games Industry ISBN: 0815360061 ISBN-13(EAN): 9780815360063 Издательство: Taylor&Francis Рейтинг: Цена: 6889.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book offers a perspective into a phenomenon becoming more and more common: AAA developers `going indie`. It`s a perspective of the games industry that is more critical than fawningly positive. It`s written in a punchy, sarcastic tone that invites further exploration.
Автор: White Название: Breaking Out of the Games Industry ISBN: 0815360088 ISBN-13(EAN): 9780815360087 Издательство: Taylor&Francis Рейтинг: Цена: 14545.00 р. Наличие на складе: Есть у поставщика Поставка под заказ.
Описание: This book offers a perspective into a phenomenon becoming more and more common: AAA developers `going indie`. It`s a perspective of the games industry that is more critical than fawningly positive. It`s written in a punchy, sarcastic tone that invites further exploration.
Описание: Three of the most exciting areas in the world of information technology have tremendous synergies and are closely connected in the worlds of information and entertainment: electronic games, mobile apps and social media. Competition continues to heat up as mergers and acquisitions create international mega-firms, and hundreds of millions of people connect worldwide via online gaming platforms and social media such as Facebook. As social media grows more global, it is also being incorporated in virtually all online activities, from business collaboration to online retailing. Games are growing in two channels at once: online and offline. While multi-player games online are vastly popular, game machine manufacturers such as Microsoft, Sony and Nintendo continue to introduce big breakthroughs in handsets that keep players excited, including the new move towards 3D. Meanwhile, apps are changing the shape of the mobile and wireless industry. This carefully-researched book is a complete market research and business intelligence tool--everything you need to know about the business of games, apps and social media. The book includes our analysis of games, apps and social media industry trends; dozens of statistical tables; an industry glossary; a database of industry associations and professional organizations; and our in-depth profiles of more than 200 of the world's leading companies, both in the U.S. and abroad. You'll find a complete overview, industry analysis and market research report in one superb, value-priced package.
Описание: Three of the most exciting areas in the world of information technology have tremendous synergies and are closely connected in the worlds of information and entertainment: electronic games, mobile apps and social media. Competition continues to heat up as mergers and acquisitions create international mega-firms, and hundreds of millions of people connect worldwide via online gaming platforms and social media such as Facebook. As social media grows more global, it is also being incorporated in virtually all online activities, from business collaboration to online retailing. Games are growing in two channels at once: online and offline. While multi-player games online are vastly popular, game machine manufacturers such as Microsoft, Sony and Nintendo continue to introduce big breakthroughs in handsets that keep players excited, including the new move towards 3D. Meanwhile, apps are changing the shape of the mobile and wireless industry. This carefully-researched book is a complete market research and business intelligence tool--everything you need to know about the business of games, apps and social media. The book includes our analysis of games, apps and social media industry trends; dozens of statistical tables; an industry glossary; a database of industry associations and professional organizations; and our in-depth profiles of more than 200 of the world's leading companies, both in the U.S. and abroad. You'll find a complete overview, industry analysis and market research report in one superb, value-priced package.
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