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8 result(s) for "Video games industry-United States"
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Not All Fun and Games
Motivated by the goal of understanding the labour conditions of workers in the videogame industry and their participatory power to create decent work, Not All Fun and Games is a critical examination of a global entertainment juggernaut with revenues that top film, television, and music production combined. Jobs in the industry are heralded as the vanguard of the new economy, governments offer lucrative tax credits to lure game studios to their regions, and game developers often express commitment and passion for their work. Yet, the industry is also known for its toxic workplaces. To understand these disparities and gain insight into twenty-first-century labour conditions, Marie-Josée Legault and Johanna Weststar have carried out a comprehensive mixed-methods study of the North American industry over the past fifteen years. They combine detailed survey data from thousands of game developers with over one hundred qualitative interviews to systematically reveal labour issues such as precarity, lack of workforce diversity, unpredictable schedules, unpaid overtime, low unionization rates, worker burnout, and significant pay inequality. Updating the theoretical concept of citizenship at work, the authors connect these labour issues to a fundamental lack of voice and representation in the workplace. They determine that videogame workers and others in contemporary project-based work environments lack agency in regulating their work and lack fundamental protections. Not All Fun and Games comprehensively documents conditions in the North American industry and highlights ways to counter workers' lack of voice and representation in their workplaces to better create healthy, equitable, and inclusive workplaces.
Get in the game!: careers in the game industry
Have you dreamed of obtaining a game industry job? Get in the Game will help you achieve this! This friendly guide shows you step-by-step how to prepare yourself for a game industry career. With insights from over a dozen industry experts, it¿s the only guide you will need for training yourself then finding a game industry job. Discover how to research, meet the right industry people, access the unadvertised job market, sell yourself, create the perfect demo, beat the competition, handle interviews, and negotiate a salary package. This book will show you how to tailor your job search, answer tough interview questions, transition into the game industry from other careers, hone essential resume writing skills and networking skills. It¿s a crash course on everything you need to know about the game industry! You will learn about the following careers; Game Designer Game Programming Game Artist Game Production
A history of American movies
In A History of American Movies: A Film-by-Film Look at the Art, Craft and Business of Cinema, Paul Monaco provides a survey of the narrative feature film from the 1920s to the present. The book focuses on 170 of the most highly regarded and recognized feature films selected by the Hollywood establishment: each Oscar winner for Best Picture, as well as those voted the greatest by members of the American Film Institute. By focusing on a select group of films that represent the epitome of these collaborations, Monaco provides an essential history of one of the modern world's most complex and successful cultural institutions: Hollywood. Divided into three sections, \"Classic Hollywood, 1927-1948,\" \"Hollywood In Transition, 1949-1974,\" and \"The New Hollywood, 1975 To The Present,\" Monaco examines some of the most memorable works in cinematic history, including The General, Wings, Bringing Up Baby, Gone with the Wind, Citizen Kane, Casablanca, On the Waterfront, The Searchers, Psycho, West Side Story, The Godfather, Cabaret, Raging Bull, Rain Man, Toy Story, and Saving Private Ryan. This is the only book that thoroughly treats Hollywood—and the most significant movies that it has made—simultaneously as the coming together of an art, a craft, and a business. This approach provides unique insight into the workings of one of the most accomplished and successful art forms in human history: the Hollywood feature film.
The Netflix Effect
Netflix is the definitive media company of the 21st century. It was among the first to parlay new Internet technologies into a successful business model, and in the process it changed how consumers access film and television. It is now one of the leading providers of digitally delivered media content and is continually expanding access across a host of platforms and mobile devices. Despite its transformative role, however, Netflix has drawn very little critical attention—far less than competitors such as YouTube, Apple, Amazon, Comcast, and HBO. This collection addresses this gap, as the essays are designed to critically explore the breadth and diversity of Netflix’s effect from a variety of different scholarly perspectives, a necessary approach considering the hybrid nature of Netflix; its inextricable links to new models of media production and distribution, to new modes of viewer engagement and consumer behavior, its relationship to existing media conglomerates and consumer electronics, to its capabilities as a web-based service provider and data network, and to its reliance on a broader technological infrastructure. Marking the first scholarly work to address its significance, The Netflix Effect provides a critical framework for understanding the company’s specific strategies as well as its broader social, economic, and cultural impact.
Game localization : translating for the global digital entertainment industry
Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book's readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
The Jobless Future
This widely reviewed and highly successful book examines the job market of tomorrow. Aronowitz and DiFazio take you behind the headlines to challenge the idea that a high-tech economy will provide high-paying jobs for all who want them. Instead, they demonstrate that we’re more likely to see continued layoffs and job displacement. “Looks beyond the shadow play of welfare politics to the real source of that anxiety-the modern workplace.\" -The Nation