A dominant international cultural force, the video game industry is diverse and increasingly influential. In this illuminating study, Randy Nichols examines the origins, history, and current characteristics of the industry - including case studies of it's major players and analysis of it's culture, production processes and ties to other industries.
A dominant international cultural force, the video game industry is diverse and increasingly influential. In this illuminating study, Randy Nichols examines the origins, history, and current characteristics of the industry - including case studies of it's major players and analysis of it's culture, production processes and ties to other industries.
Randy Nichols is Assistant Professor of English and Media Studies at Bentley University, USA.
Inhaltsangabe
Acknowledgments. Introduction: Video Games as a Global Phenomenon. 1 An Industrial History of Video Games. CASE STUDY: Atari. CASE STUDY: Nintendo. CASE STUDY: Sega. 2 Market Structure, Audiences and Software Production. CASE STUDY: Electronic Arts. CASE STUDY: Activision Blizzard. 3 Video Game Hardware, Distribution and Retail. CASE STUDY: Microsoft . CASE STUDY: Sony. 4 Video Games and Other Related Industries. 5 Labour and Production in the Global Video Game Industry. CASE STUDY: Electronic Arts, Rockstar and Labour. CASE STUDY: Hollywood Unions, Video Games and Labour. Conclusion: Making Sense of the Global Video Game Industry. Bibliography. Index.
Acknowledgments. Introduction: Video Games as a Global Phenomenon. 1 An Industrial History of Video Games. CASE STUDY: Atari. CASE STUDY: Nintendo. CASE STUDY: Sega. 2 Market Structure, Audiences and Software Production. CASE STUDY: Electronic Arts. CASE STUDY: Activision Blizzard. 3 Video Game Hardware, Distribution and Retail. CASE STUDY: Microsoft . CASE STUDY: Sony. 4 Video Games and Other Related Industries. 5 Labour and Production in the Global Video Game Industry. CASE STUDY: Electronic Arts, Rockstar and Labour. CASE STUDY: Hollywood Unions, Video Games and Labour. Conclusion: Making Sense of the Global Video Game Industry. Bibliography. Index.
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