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Over 90 recipes written by Crytek developers for creating third-generation real-time games
Video games --- Design. --- Crytek (Firm)
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Cable television --- Streaming video --- Video rental services --- Television broadcasting --- Telecommunication policy
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"For years, major film studios have licensed products related to their most popular films; video game spin-offs have become an important part of these licensing practices. Where blockbuster films are concerned, the video game release has become the rule rather than the exception. In Hollywood Gamers, Robert Alan Brookey explores the business conditions and technological developments that have facilitated the convergence of the film and video game industries. Brookey treats video games as rhetorical texts and critically examines several games to determine how specific industrial conditions are manifest in game design. Among the games (and films) discussed are Lord of the Rings, The Godfather, Spider-Man, and Iron Man."--From publisher description.
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Video recordings --- Digital video --- Digital motion video --- PC video --- Video, Digital --- Computer graphics --- Digital media --- Image processing --- Multimedia systems --- Videorecordings --- Videos --- Audio-visual materials --- Production and direction --- Data processing --- Digital techniques --- Camtasia studio. --- E-books
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Based on their extensive research into the business and marketing strategies of the video game industry, David Wesley and Gloria Barczak consider how and why, in the search for the holy grail of high definition gaming, many companies have become ensnared in a 'performance trap' that causes them to lose sight of the customer. The history of technology is littered with examples of superior products that either failed or sold poorly relative to technically inferior competing products. Innovation and Marketing in the Video Game Industry examines the factors behind success and failure and identifie
Video games industry --- Video games --- Jeux vidéo --- Marketing --- Industrie --- Commercialisation --- Video games -- Innovation. --- Video games -- Marketing. --- Video games industry. --- Business & Economics --- Industries --- Marketing. --- Jeux vidéo --- Television games --- Videogames --- Video game industry --- Electronic games --- Electronic games industry --- E-books --- Computer games --- Internet games --- Games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry
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The unofficial guide to making millions in the RuneScape MMORPG
RuneScape (Game) --- Fantasy games --- Video games --- Economic aspects.
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Computer games industry. --- Computer game industry --- Electronic games industry --- Computer games industry --- E-books --- Internet games industry --- Video game industry --- Electronic industries --- Toy industry --- Video games industry.
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Videoland offers a comprehensive view of the "tangible phase" of consumer video, when Americans largely accessed movies as material commodities at video rental stores. Video stores served as a vital locus of movie culture from the early 1980's until the early 2000's, changing the way Americans socialized around movies and collectively made movies meaningful. When films became tangible as magnetic tapes and plastic discs, movie culture flowed out from the theater and the living room, entered the public retail space, and became conflated with shopping and salesmanship. In this process, video stores served as a crucial embodiment of movie culture's historical move toward increased flexibility, adaptability, and customization. In addition to charting the historical rise and fall of the rental industry, Herbert explores the architectural design of video stores, the social dynamics of retail encounters, the video distribution industry, the proliferation of video recommendation guides, and the often surprising persistence of the video store as an adaptable social space of consumer culture. Drawing on ethnographic fieldwork, cultural geography, and archival research, Videoland provides a wide-ranging exploration of the pivotal role video stores played in the history of motion pictures, and is a must-read for students and scholars of media history.
Video rental services --- Video recordings industry --- Motion pictures --- Stores, Retail --- Social aspects --- United States --- Civilization --- Motion pictures -- Social aspects -- United States. --- Stores, Retail -- Social aspects -- United States. --- Video recordings industry -- Social aspects -- United States. --- Video rental services -- Social aspects -- United States. --- Business & Economics --- Industries --- Retail stores --- Shops --- Video industry --- Video tape production industry --- Commercial buildings --- Retail trade --- Shopping centers --- Lease and rental services --- Motion picture industry --- E-books --- Sociology of culture --- Public buildings --- Film --- anno 1980-1989 --- anno 1990-1999 --- anno 2000-2009 --- american history. --- american studies. --- architectural design. --- archival research. --- capitalism. --- commercialization. --- consumer culture. --- consumer video. --- cultural geography. --- cultural studies. --- ethnographic fieldwork. --- film. --- increased flexibility. --- magnetic tapes. --- material commodities. --- media history. --- motion pictures. --- movie culture. --- public retail space. --- rental industry. --- retrospective. --- social dynamics. --- social space. --- tangible phase. --- united states of america. --- video distribution industry. --- video recommendation guides. --- video rental stores. --- United States of America
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Film and video products take a huge variety of forms from modest training or promotion audio-visuals to blockbuster feature films that earn very large amounts of money from worldwide distribution. Production and distribution for any film or video product involve an extremely wide array of commercial interests often with quite different strategies. This study focuses on commercial entertainment products and production and distribution of films and television programs. It analyses the impact of digital content creation, distribution and use on value chains and business models of the film and video industry and explores the policy implications of these changes to identify how digital content may affect the function and position of participants in the industry along the value chain.
Motion picture industry. --- Motion picture industry --- Motion pictures --- Digital video --- Visual Arts --- Art, Architecture & Applied Arts --- Photography --- Technological innovations --- Digitization --- Digital video. --- Technological innovations. --- Digitization. --- Digital motion video --- PC video --- Video, Digital --- Cinema --- Feature films --- Films --- Movies --- Moving-pictures --- Film industry (Motion pictures) --- Moving-picture industry --- History and criticism --- Computer graphics --- Digital media --- Image processing --- Multimedia systems --- Audio-visual materials --- Mass media --- Performing arts --- Cultural industries --- Digital techniques
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Online video can bypass police jurisdictional influence over traditional mass media and may be affecting police-civilian interactions in American public space as the initial cusp of a paradigm shift. Where a camera may have videorecorded police actions, exclusive police custody of that camera or its recording correlates with the video being lost, destroyed, reported as nonexistent, or concealed from the public. Where police destroy, falsify, fail to file, or omit data from required documentation, online video correlates with improved accountability through police disciplinary actions. Online v.
Police-community relations --- Imaging systems --- Video recordings --- Police --- Public relations --- Videorecordings --- Videos --- Audio-visual materials --- Radar --- Remote sensing --- Television --- Scanning systems --- Equipment and supplies --- E-books --- Police-community relations. --- Imaging systems. --- Video recordings.
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