The Xbox 360 Uncloaked

The Xbox 360 Uncloaked
Author: Dean Takahashi
Publisher: Lulu.com
Total Pages: 404
Release: 2006
Genre: Games
ISBN: 9780977784219

"The Xbox 360 Uncloaked" is the result of more than a hundred interviews, many at the highest levels of Microsoft, as well as countless months of independent investigative reporting. With unprecedented access, San Jose Mercury News Technology and Gaming Writer Dean Takahashi goes beyond the official story to reveal a true insider's look at the creation of the XBox 360 and Microsoft's multi-billion dollar gamble to become a leading force in the global video game industry. Sony, Nintendo, Electronic Arts, the entire Microsoft Xbox 360 team, and the industry's most celebrated game developers -- all of the major players are included in this captivating book.

Opening the XBox

Opening the XBox
Author: Dean Takahashi
Publisher: Prima Lifestyles
Total Pages: 400
Release: 2002
Genre: Business & Economics
ISBN:

Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?".

Innovation and Marketing in the Video Game Industry

Innovation and Marketing in the Video Game Industry
Author: David Wesley
Publisher: CRC Press
Total Pages: 279
Release: 2016-05-23
Genre: Business & Economics
ISBN: 131711650X

Video games have had a greater impact on our society than almost any other leisure activity. They not only consume a large portion of our free time, they influence cultural trends, drive microprocessor development, and help train pilots and soldiers. Now, with the Nintendo Wii and DS, they are helping people stay fit, facilitating rehabilitation, and creating new learning opportunities. Innovation has played a major role in the long term success of the video game industry, as software developers and hardware engineers attempt to design products that meet the needs of ever widening segments of the population. At the same time, companies with the most advanced products are often proving to be less successful than their competitors. Innovation and Marketing in the Video Game Industry identifies patterns that will help engineers, developers, and marketing executives to formulate better business strategies and successfully bring new products to market. Readers will also discover how some video game companies are challenging normal industry rules by using radical innovations to attract new customers. Finally, this revealing book sheds light on why some innovations have attracted legions of followers among populations that have never before been viewed as gamers, including parents and senior citizens and how video games have come to be used in a variety of socially beneficial ways. David Wesley and Gloria Barczak's comparison of product features, marketing strategies, and the supply chain will appeal to marketing professionals, business managers, and product design engineers in technology intensive industries, to government officials who are under increasing pressure to understand and regulate video games, and to anyone who wants to understand the inner workings of one of the most important industries to emerge in modern times. In addition, as video games become an ever more pervasive aspect of media entertainment, managers from companies of all stripes need to understand video gaming as a way to reach potential customers.

The Videogame Style Guide and Reference Manual

The Videogame Style Guide and Reference Manual
Author: Kyle Orland
Publisher: Lulu.com
Total Pages: 107
Release: 2007
Genre: Games & Activities
ISBN: 1430313056

Journalists, stop playing guessing games! Inside the answers to your most pressing questions await: Videogame, one word or two? Xbox, XBox or X-box? What defines a good game review? Fitting neatly between The AP Stylebook and Wired Style, The Videogame Style Guide and Reference Manual is the ultimate resource for game journalists and the first volume to definitively catalogue the breathtaking multibillion-dollar game industry from A to Z. Includes official International Game Journalists Association rules for grammar, spelling, usage, capitalization and abbreviations, plus proven tips and guidelines for producing polished, professional prose about the world's most exciting entertainment biz. Exploring the field from yesterday's humble origins to tomorrow's hottest trends, The Videogame Style Guide and Reference Manual contains all the tools you need to realize a distinguished career in game journalism.

The Xbox 360 Pocket Guide

The Xbox 360 Pocket Guide
Author: Bart G. Farkas
Publisher: Pearson Education
Total Pages: 273
Release: 2009-02-02
Genre: Games & Activities
ISBN: 0321606043

Here is your essential companion to Microsoft's Xbox 360 video game console. The Xbox 360 Pocket Guide steers you through how to Set up the Xbox 360 and hook up components. Discover and learn about the most popular games. Play with friends on Xbox Live, chat with other players, and purchase Microsoft Points. Make your way around the Xbox Live Marketplace. Pick the best Xbox controllers and other accessories. Turn your Xbox 360 into a home media center. Use older Xbox games on the 360.

Xbox 360 For Dummies

Xbox 360 For Dummies
Author: Brian Johnson
Publisher: John Wiley & Sons
Total Pages: 362
Release: 2011-05-09
Genre: Games & Activities
ISBN: 1118084837

Microsoft's Xbox now accounts for 37 percent of the game console market, and the new Xbox 360 is due out for the 2005 holiday season, months before Sony's PlayStation 3. When gamers take the new Xbox home, however, they'll soon discover that it's more than a just a game machine-it's a full-fledged home media hub with more power than most PCs. This friendly guide shows how to maximize both gaming and non-gaming features of this amazing machine. Topics covered include hooking up Xbox 360, taking advantage of HDTV and Dolby capabilities, using built-in digital video recording and wireless functions, storing media files, playing music, and displaying photos Shows how to have even more fun by taking an Xbox online for massively multiplayer gaming, instant messaging, and more Discusses the social potential of the Xbox, which people can use to make new friends, join groups and teams, and even throw fantastic parties Includes tips for securing the Xbox from online threats

Bastard Culture!

Bastard Culture!
Author: Mirko Tobias Schäfer
Publisher: Amsterdam University Press
Total Pages: 251
Release: 2011
Genre: Performing Arts
ISBN: 9089642560

The computer and particularly the Internet have been represented as enabling technologies, turning consumers into users and users into producers. The unfolding online cultural production by users has been framed enthusiastically as participatory culture. But while many studies of user activities and the use of the Internet tend to romanticize emerging media practices, this book steps beyond the usual framework and analyzes user participation in the context of accompanying popular and scholarly discourse, as well as the material aspects of design, and their relation to the practices of design and appropriation.

Mainstreaming and Game Journalism

Mainstreaming and Game Journalism
Author: David B. Nieborg
Publisher: MIT Press
Total Pages: 219
Release: 2023-09-26
Genre: Social Science
ISBN: 0262375516

Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession. Mainstreaming and Game Journalism also examines the bumpy process of what we think of as “mainstreaming.” The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance.

Real-World Media Ethics

Real-World Media Ethics
Author: Philippe Perebinossoff
Publisher: CRC Press
Total Pages: 334
Release: 2016-07-15
Genre: Language Arts & Disciplines
ISBN: 1317484215

Is it ethical to pass yourself off as black if you are Caucasian, as Rachel Dolezai, the president of a local chapter of the NAACP, did in 2015? Was it ethical for Donald Sterling, the former owner of the NBA team, to use racially inflammatory language? Is it ethical to exaggerate or fabricate the importance of one’s role, as Brian Williams apparently did when he anchored the NBC nightly news? Is it ethical for a journalist to pay a source for a story, tips, and photos, as TMZ, Gawker and others do regularly? The above questions as well as other questions definitely illustrate the need for studying ethics. Real-World Media Ethics provides a wide showcase of real ethical issues faced by professionals in the media field. Numerous case studies allow readers to explore multiple perspectives while using realistic ethical principles. This book includes the basics in ethical journalism, as well as the tools to navigate through the landscape of mass media such as public relations, entertainment and other forms of visual communication. The second edition has been updated to encompass globalization, new media platforms, current copyright issues, net neutrality, sports ethics, and more. An accompanying companion website provides additional interviews demonstrating ethical principles in practice. Being a former ABC executive, author Philippe Perebinossoff gives readers an inside look at circumstances with an ethical, experienced eye.