Tuesday 3 March 2015

New Books for Game Designers


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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