A Competitive Assessment Of The Us Video Game Industry PDF Download

Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download A Competitive Assessment Of The Us Video Game Industry PDF full book. Access full book title A Competitive Assessment Of The Us Video Game Industry.

Game Work

Game Work
Author: Ken S. McAllister
Publisher: University of Alabama Press
Total Pages: 250
Release: 2004
Genre: Computers
ISBN: 0817314180

Download Game Work Book in PDF, ePub and Kindle

Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.


Annual Report

Annual Report
Author: United States International Trade Commission
Publisher:
Total Pages: 92
Release: 1984
Genre: Tariff
ISBN:

Download Annual Report Book in PDF, ePub and Kindle


Entertainment Industry Economics

Entertainment Industry Economics
Author: Harold L. Vogel
Publisher: Cambridge University Press
Total Pages: 713
Release: 2014-12-31
Genre: Business & Economics
ISBN: 1316062074

Download Entertainment Industry Economics Book in PDF, ePub and Kindle

The entertainment and media industries, already important sectors of the US economy, continue to grow rapidly in other countries around the world. This ninth edition of Entertainment Industry Economics continues to be the definitive source on the economics of film, music, television, advertising, broadcasting, cable, casino and online wagering, publishing, performing arts and culture, toys and games, sports, and theme parks. It synthesizes a vast amount of data to provide a clear, comprehensive, and up-to-date reference guide on the economics, financing, accounting, production, and marketing of entertainment in the United States and overseas. Completely updated, it includes new sections on price effects, art markets, and Asian gaming. Financial analysts and investors, economists, industry executives, accountants, lawyers, regulators and legislators, and journalists, as well as students preparing to join these professionals, will benefit from this invaluable guide on how the entertainment and media industries operate.


Computer

Computer
Author: Martin Campbell-Kelly
Publisher: Taylor & Francis
Total Pages: 375
Release: 2023-06-19
Genre: History
ISBN: 1000878759

Download Computer Book in PDF, ePub and Kindle

This volume provides a history of the computer which now comes properly up to the ubiquitous age, with new chapters that look at globalization, platformitization and regulation, allowing readers to engage with the more recent takeover by computers in their historical perspective. With the growing ubiquity of computers, the subject is one of interest to many students and this will feature in history of science and technology courses, and world history courses as well as ones specifically on computing. Books on the history of computing tend to be quite technically or business focused, this covers the social and cultural history as well.