Annual Report

Annual Report
Author: United States International Trade Commission
Publisher:
Total Pages: 92
Release: 1984
Genre: Tariff
ISBN:

Entertainment Industry Economics

Entertainment Industry Economics
Author: Harold L. Vogel
Publisher: Cambridge University Press
Total Pages: 713
Release: 2014-12-31
Genre: Business & Economics
ISBN: 1316062074

The entertainment and media industries, already important sectors of the US economy, continue to grow rapidly in other countries around the world. This ninth edition of Entertainment Industry Economics continues to be the definitive source on the economics of film, music, television, advertising, broadcasting, cable, casino and online wagering, publishing, performing arts and culture, toys and games, sports, and theme parks. It synthesizes a vast amount of data to provide a clear, comprehensive, and up-to-date reference guide on the economics, financing, accounting, production, and marketing of entertainment in the United States and overseas. Completely updated, it includes new sections on price effects, art markets, and Asian gaming. Financial analysts and investors, economists, industry executives, accountants, lawyers, regulators and legislators, and journalists, as well as students preparing to join these professionals, will benefit from this invaluable guide on how the entertainment and media industries operate.

Computer

Computer
Author: Martin Campbell-Kelly
Publisher: Taylor & Francis
Total Pages: 375
Release: 2023-06-19
Genre: History
ISBN: 1000878759

This volume provides a history of the computer which now comes properly up to the ubiquitous age, with new chapters that look at globalization, platformitization and regulation, allowing readers to engage with the more recent takeover by computers in their historical perspective. With the growing ubiquity of computers, the subject is one of interest to many students and this will feature in history of science and technology courses, and world history courses as well as ones specifically on computing. Books on the history of computing tend to be quite technically or business focused, this covers the social and cultural history as well.

Computer, Student Economy Edition

Computer, Student Economy Edition
Author: Martin Campbell-Kelly
Publisher: Routledge
Total Pages: 368
Release: 2018-10-03
Genre: Social Science
ISBN: 0429973640

This book covers the way computing was handled before the arrival of electronic computers. It discusses manual information processing and early technologies. The book describes the development of software technology, the professionalization of programming, and the emergence of a software industry.

Intellivision

Intellivision
Author: Tom Boellstorff
Publisher: MIT Press
Total Pages: 429
Release: 2024-11-05
Genre: Games & Activities
ISBN: 0262549506

The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s main rival during a key period when videogames were moving from the arcades into the home. In Intellivision, Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision’s chips and code, games, marketing and business strategies, organizational and social history, and the cultural and economic context of the early US games industry from the mid-1970s to the great videogame industry crash of 1983. While many remember Atari, Intellivision has largely been forgotten. As such, Intellivision fills a crucial gap in videogame scholarship, telling the story of a console that sold millions and competed aggressively against Atari. Drawing on a wealth of data from both institutional and personal archives and over 150 interviews with programmers, engineers, executives, marketers, and designers, Boellstorff and Soderman examine the relationship between videogames and toys—an under-analyzed aspect of videogame history—and discuss the impact of home computing on the rise of videogames, the gendered implications of play and videogame design at Mattel, and the blurring of work and play in the early games industry.