Nintendo Magic: Winning the Videogame Wars

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Release : 2022-01-18
Genre : Business & Economics
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Book Rating : 453/5 ( reviews)

Nintendo Magic: Winning the Videogame Wars - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Nintendo Magic: Winning the Videogame Wars write by Osamu Inoue. This book was released on 2022-01-18. Nintendo Magic: Winning the Videogame Wars available in PDF, EPUB and Kindle. Back in the 80s, Nintendo ruled the home-entertainment market with the NES (Nintendo Entertainment System). But then rival Sony introduced PlayStation, which featured advancements and cutting-edge technology that put Nintendo's Super-NES to shame. Nintendo quickly lost its dominant market share to Sony and found itself floundering. In 2006, Nintendo released Wii at the same time Sony introduced its highly-anticipated and much-vaunted PlayStation III and Microsoft's XBox 360. Wii's David defeated PlayStation's Goliath, inversely echoing the SNES/PlayStation outcome of a decade previous. Nintendo Magic: Winning the Videogame Wars is the story of what went right, discussing the business strategies and marketing savvy that took on the mighty Sony and won. Topics include: How where you put your company is just as important as how you run it: being in Kyoto From work force to policies, why Nintendo's "just enough" attitude succeeds Why the ability to read a balance sheet is overrated Respect seniority but approve huge R&D budgets for talented junior employees Allowing maximum communication between disparate divisions (hardware and software) Enlarging the pie: going after casual gamers (The art of mainstreaming) How the Wii will be the next major household appliance and the DSi will be the cell phone of the future. Nintendo Magic: Winning the Videogame Wars should serve as a warning to similar powerhouse industries never to understimate the modest competitor. It should occupy the bookshelf of any business person smart enough to know they don't need to be a giant to win.

Encyclopedia of Video Games [2 volumes]

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Release : 2012-08-16
Genre : Social Science
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Book Rating : 378/5 ( reviews)

Encyclopedia of Video Games [2 volumes] - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Encyclopedia of Video Games [2 volumes] write by Mark J. P. Wolf. This book was released on 2012-08-16. Encyclopedia of Video Games [2 volumes] available in PDF, EPUB and Kindle. This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

Playing to Win

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Release : 2015-01-12
Genre : Technology & Engineering
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Book Rating : 057/5 ( reviews)

Playing to Win - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Playing to Win write by Robert Alan Brookey. This book was released on 2015-01-12. Playing to Win available in PDF, EPUB and Kindle. In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

A Brief History Of Video Games

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Release : 2015-07-23
Genre : Business & Economics
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Book Rating : 812/5 ( reviews)

A Brief History Of Video Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook A Brief History Of Video Games write by Rich Stanton. This book was released on 2015-07-23. A Brief History Of Video Games available in PDF, EPUB and Kindle. 'Stanton writes with terrific verve and precision . . . his understanding of the seductive pleasures of gaming takes us right to its heart.' Maria Bustillos, Times Literary Supplement 'The best overview book of the industry that I've read.' Andrew Liptak, io9 From the first wood-panelled Pong machines in California to the masterpieces of engineering that now sit in countless homes all over the world, A Brief History of Video Games reveals the vibrant history and culture of interactive entertainment. Above all, this is a book about the games - how the experience of playing has developed from simple, repetitive beginnings into a cornucopia of genres and styles, at once utterly immersive and socially engaging. With full-colour illustrations throughout, it shows how technological advances have transformed the first dots and dashes of bored engineers into sophisticated, responsive worlds that are endlessly captivating. As thrilling and surprising as the games it describes, this is an indispensable read for anyone serious about the business of having fun.

I Am Error

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Release : 2017-09-08
Genre : Computers
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Book Rating : 541/5 ( reviews)

I Am Error - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook I Am Error write by Nathan Altice. This book was released on 2017-09-08. I Am Error available in PDF, EPUB and Kindle. The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.