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Gamesbrief Unplugged Volume 2
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Book Synopsis GAMESbrief Unplugged Volume 2 by : Nicholas Lovell
Download or read book GAMESbrief Unplugged Volume 2 written by Nicholas Lovell and published by Lulu.com. This book was released on 2011-06-26 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making money from games in the twenty-first century Nicholas Lovell helps companies make money from games, understand emerging platforms (Apple's iOS, Google Android, browser-based, online) and navigate new business models. In this second volume of Nicholas's provocative and incisive analysis, you will learn: - How ngMoco, Jagex and Bigpoint built businesses worth hundreds of millions on the power of free - How in-app purchases can transform your business's revenues and profits - How a company with $100 million of venture backing went bust, and how to avoid their mistakes - What new online business models mean for hardware manufacturers, retail and traditional publishers If you want to ride the wave of online games, weather the transition to free and become a successful, profitable games business, you need to read this book.
Book Synopsis GAMESbrief Unplugged Volume 1: On copyright, politics and opinion [paperback] by : Nicholas Lovell
Download or read book GAMESbrief Unplugged Volume 1: On copyright, politics and opinion [paperback] written by Nicholas Lovell and published by Lulu.com. This book was released on 2011-02-18 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: Read this book for a biting analysis of the games'industry's most burning issues as it gets knocked from pillar to post by digital transition and the pressure of free content. Inside, you will find out: - Why there has never been a better time to be game developer - Which ten companies are doomed to failure - How video game tax credits are short-term gain for long-term pain - Why EMI's decision to enforce copyright over a parody of Empire, State of Mind was stupid All these questions and more are discussed with brutal frankness by Nicholas Lovell, author of the acclaimed GAMESbrief blog. This is Volume 1 of GAMESbrief Unplugged: an edited, curated collection of the best of GAMESbrief, covering copyright, politics, taxation, and opinions on everything from microtransactions to why games don't cause rickets.
Book Synopsis The Pyramid of Game Design by : Nicholas Lovell
Download or read book The Pyramid of Game Design written by Nicholas Lovell and published by CRC Press. This book was released on 2018-12-07 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game design is changing. The emergence of service games on PC, mobile and console has created new expectations amongst consumers and requires new techniques from game makers. In The Pyramid of Game Design, Nicholas Lovell identifies and explains the frameworks and techniques you need to deliver fun, profitable games. Using examples of games ranging from modern free-to-play titles to the earliest arcade games, via PC strategy and traditional boxed titles, Lovell shows how game development has evolved, and provides game makers with the tools to evolve with it. Harness the Base, Retention and Superfan Layers to create a powerful Core Loop. Design the player Session to keep players playing while being respectful of their time. Accept that there are few fixed rules: just trade-offs with consequences. Adopt Agile and Lean techniques to "learn what you need you learn" quickly Use analytics, paired with design skills and player feedback, to improve the fun, engagement and profitability of your games. Adapt your marketing techniques to the reality of the service game era Consider the ethics of game design in a rapidly changing world. Lovell shows how service games require all the skills of product game development, and more. He provides a toolset for game makers of all varieties to create fun, profitable games. Filled with practical advice, memorable anecdotes and a wealth of game knowledge, the Pyramid of Game Design is a must-read for all game developers.
Book Synopsis The Video Games Textbook by : Brian J. Wardyga
Download or read book The Video Games Textbook written by Brian J. Wardyga and published by CRC Press. This book was released on 2018-08-06 with total page 806 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market
Book Synopsis The F2P Toolbox by : Nicholas Lovell
Download or read book The F2P Toolbox written by Nicholas Lovell and published by Gamesbrief. This book was released on 2014 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: 54 of the most important and high-impact ideas in modern game design, presented in easy to understand summary cards and explained in full detail on the facing page. This is a practical book aimed at helping you to understand and implement F2P systems that will make your game profitable, successful and, most of all, fun. Perfect for those embarking on their first F2P project and experienced developers seeking to refine their techniques alike, The F2P Toolbox draws on years of experience of F2P games and businesses to give you no-nonsense advice and guidelines that will improve your business and delight your players.
Download or read book The Curve written by Nicholas Lovell and published by . This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'The curve' means accepting that millions of people now expect your product for free - because a small number of high spenders are enough to build a profitable business. In games, free is the norm, but some fans now spend thousands of dollars while playing a single title. That means the focus is no longer how many units you can sell. It is how you can satisfy those users who are happy to pay for things they value. 'The curve' shows you how to forge relationships with your biggest fans and sustain long-term success.
Book Synopsis The Musical Idea and the Logic, Technique, and Art of Its Presentation, New Paperback English Edition by : Arnold Schoenberg
Download or read book The Musical Idea and the Logic, Technique, and Art of Its Presentation, New Paperback English Edition written by Arnold Schoenberg and published by Indiana University Press. This book was released on 2006-07-18 with total page 381 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presents one of the most important documents in twentieth century musical thought.
Book Synopsis Locating East Asia in Western Art Music by : Yayoi Uno Everett
Download or read book Locating East Asia in Western Art Music written by Yayoi Uno Everett and published by Wesleyan University Press. This book was released on 2024-08-06 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis The Oxford Handbook of Topic Theory by : Danuta Mirka PhD
Download or read book The Oxford Handbook of Topic Theory written by Danuta Mirka PhD and published by Oxford University Press. This book was released on 2014-10-16 with total page 713 pages. Available in PDF, EPUB and Kindle. Book excerpt: Topics are musical signs developed and employed primarily during the long eighteenth century. Their significance relies on associations that are clearly recognizable to the listener with different genres, styles and types of music making. Topic theory, which is used to explain conventional subjects of musical composition in this period, is grounded in eighteenth-century music theory, aesthetics, and criticism, while drawing also from music cognition and semiotics. The concept of topics was introduced into by Leonard Ratner in the 1980s to account for cross-references between eighteenth-century styles and genres. As the invention of a twentieth-century academic, topic theory as a field is comparatively new, and The Oxford Handbook of Topic Theory provides a much-needed reconstruction of the field's aesthetic underpinnings. The volume grounds the concept of topics in eighteenth-century music theory, aesthetics, and criticism. Documenting the historical reality of individual topics on the basis of eighteenth-century sources, it traces the origins of topical mixtures to transformations of eighteenth-century musical life, and relates topical analysis to other methods of music analysis conducted from the perspectives of composers, performers, and listeners. Focusing its scope on eighteenth-century musical repertoire, The Oxford Handbook of Topic Theory lays the foundation for further investigation of topics in music of the nineteenth, twentieth, and twenty-first centuries.
Book Synopsis Video Games Around the World by : Mark J. P. Wolf
Download or read book Video Games Around the World written by Mark J. P. Wolf and published by MIT Press. This book was released on 2015-05-01 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela
Book Synopsis The History of Video Games by : Charlie Fish
Download or read book The History of Video Games written by Charlie Fish and published by White Owl. This book was released on 2021-05-30 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that’s now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you’ve ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.
Download or read book Fantasy Pieces written by Harald Krebs and published by New York : Oxford University Press. This book was released on 1999 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a theory of metrical conflict and applies it to the music of Schumann, thereby placing the composer's distinctive metrical style in full focus. It describes the various categories of metrical conflict that characterize Schumann's work, investigates how states of conflict are introduced and then manipulated and resolved in his compositions, and studies the interaction of such metrical conflict with form, pitch structure, and text. Throughout the text, Krebs intersperses his own theoretical assertions with Schumannesque dialogues between Florestan and Eusebius, who comment on the theory at hand while also discussing and illustrating relevant aspects of "their" metrical practices.
Book Synopsis History of Music Theory, Books I and II by : Hugo Riemann
Download or read book History of Music Theory, Books I and II written by Hugo Riemann and published by . This book was released on 1962 with total page 468 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Video Games and the Global South by : Phillip Penix-Tadsen
Download or read book Video Games and the Global South written by Phillip Penix-Tadsen and published by Lulu.com. This book was released on 2019 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.
Download or read book One Up written by Joost van Dreunen and published by Columbia University Press. This book was released on 2020-10-06 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: What explains the massive worldwide success of video games such as Fortnite, Minecraft, and Pokémon Go? Game companies and their popularity are poorly understood and often ignored from the standpoint of traditional business strategy. Yet this industry generates billions in revenue by thinking creatively about digital distribution, free-to-play content, and phenomena like e-sports and live streaming. What lessons can we draw from its major successes and failures about the future of entertainment? One Up offers a pioneering empirical analysis of innovation and strategy in the video game industry to explain how it has evolved from a fringe activity to become a mainstream form of entertainment. Joost van Dreunen, a widely recognized industry expert with over twenty years of experience, analyzes how game makers, publishers, and platform holders have tackled strategic challenges to make the video game industry what it is today. Using more than three decades of rigorously compiled industry data, he demonstrates that video game companies flourish when they bring the same level of creativity to business strategy that they bring to game design. Filled with case studies of companies such as Activision Blizzard, Apple, Electronic Arts, Epic Games, Microsoft, Nexon, Sony, Take-Two Interactive, Tencent, and Valve, this book forces us to rethink common misconceptions around the emergence of digital and mobile gaming. One Up is required reading for investors, creatives, managers, and anyone looking to learn about the major drivers of change and growth in contemporary entertainment.
Book Synopsis The Psychology of Video Games by : Celia Hodent
Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Foundations of Musical Grammar by : Lawrence Michael Zbikowski
Download or read book Foundations of Musical Grammar written by Lawrence Michael Zbikowski and published by Oxford University Press. This book was released on 2017 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: How is it that humans are able to organize seemingly random sounds into the captivating sonic structures we call music? In this volume, Lawrence M. Zbikowski argues that humans' unique ability to correlate sounds with dynamic processes provides the basis for the construction of meaningful musical utterances - that is, a foundation for musical grammar. Building on a framework for grammar developed by cognitive linguists over the past three decades and the pathbreaking research set out in his earlier book, Conceptualizing Music (OUP 2002), Zbikowski explains how the ability to draw analogies between widely differing domains allowing humans to connect sequences of musical sounds with emotion processes, physical gestures, and the steps of dance. He shows how these connections underpin an evocative movement from a cantata by J.S. Bach, guide our understanding of gestural choreographies by Fred Astaire and Charlie Chaplin, and frame connections between movement and music in French courtly dance and the Viennese waltz. Through thorough surveys of research in cognitive science and careful analyses of works by composers ranging from Bach, Brahms, and Schubert to Jerome Kern, Zbikowski explores the unique resources for communication offered by music and examines how these differ from those of language. Foundations of Musical Grammar is sure to be an instant - and enticingly controversial - classic within the evolving literature addressing the many complex intersections of music and language. -- from dust jacket.