The rise of creative
industries requires new thinking in communication, media and cultural studies,
media and cultural policy, and the arts and information sectors. The Creative
Industries sets the agenda for these debates, providing a richer understanding
of the dynamics of cultural markets, creative labour, finance and risk, and how
culture is distributed, marketed and creatively re-used through new media
technologies. This book: * develops a global perspective on the creative
industries and creative economy * draws insights from media and cultural
studies, innovation economics, cultural policy studies, and economic and
cultural geography * explores what it means for policy-makers when culture and
creativity move from the margins to the centre of economic dynamics * makes
extensive use of case studies in ways that are relevant not only to researchers
and policy-makers, but also to the generation of students who will increasingly
be establishing a 'portfolio career' in the creative industries. International in
coverage, The Creative Industries traces the historical and contemporary ideas
that make the cultural economy more relevant that it has ever been. It is
essential reading for students and academics in media, communication and
cultural studies.
A never-before published
look at the many possibilities of social game development As one of the few
entrepreneurs in the world with expertise building both social media and games,
author Jon Radoff brings a one-of-a-kind perspective to this unique book. He
shows that games are more than a profitable form of entertainment the
techniques of social games can be used to enhance the quality of online applications,
social media and a wide range of other consumer and business experiences. With
this book, you'll explore how social games can be put to work for any business
and examine why they work at all. The first part of explains what makes games
fun, while the second part reviews the process and details of game design.
Looks at how games are the basis for many everyday functions and explains how
techniques of social games can be used by businesses as money-making tools
Drills down the process of game design while focusing on the design, analysis,
and creation of games Features screen shots, diagrams and explanations to
illuminate key concepts, accessible to anyone regardless of game playing or
design experience Reviews what works and what doesn't using a range of
real-world scenarios as examples Author Jon Radoff has a unique blend of
experiences creating games, Internet-based social media, and Web technology.
Game On is not playing around. Discover how social media games make money and
how you can enhance your business using games.
In "The Lazy
Project Manager" Peter Taylor illustrates how we can achieve more without
expending more time and energy. Welcome to the home of 'productive laziness'.
Where we have a more focused approach to project management and where we
exercise our efforts where it really matters - instead of rushing round
involving ourselves in unimportant, non-critical activities that others can
better address, or indeed that do not need addressing at all in some cases.
It's all about working smarter and Peter Taylor gives his trade secrets away.
This is not a training manual. You won't turn into a project manager by reading
this book. But Peter, acting as 'virtual coach' will help you to identify and
focus on the activities in your projects, do them well and enjoy the world of
'productive laziness'.
Students hoping to enter the industry have a lot of questions: What should be in their portfolios? How do they make contacts? How much do game designers make? What should they wear to interviews? In this fast-paced and humorous guide, the authors answer these questions and many more, including the ones readers didn't know to ask. "100 Questions, 97 Answers, 300 Pages: Advice For a Successful Career In The Game Industry From Those who Have Done It", will help students discover the know-how and confidence needed to become a game developer. It will provide them with a clear, overall sense of what the game industry is and how the professionals operate in it. Students will also learn how newcomers can best present themselves to experienced professionals in a way that will give them a leg up when trying to break into the industry.
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