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Bøger i Platform Studies serien

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  • - The Amazon Kindle Platform
    af Simon Rowberry
    443,95 kr.

    "Four Shades of Gray analyses the Kindle's impact from a technological, bibliographical and social perspective to ask why Amazon succeeded when many previous ebook manufacturers had failed"--

  • - The Nintendo Wii Platform
    af Steven E. Jones, Co-Director, Loyola University Chicago) Thiruvathukal, mfl.
    253,95 kr.

  • - Welcome to the Internet
    af Julien (Indiana University - Bloomington) Mailland, Kevin (Assistant Professor & University of Virginia) Driscoll
    256,95 - 483,95 kr.

    The first scholarly book in English on Minitel, the pioneering French computer network, offers a history of a technical system and a cultural phenomenon.

  • - The Commodore Amiga
    af Jimmy Maher
    498,95 kr.

  • - The Nintendo Family Computer / Entertainment System Platform
    af Nathan Altice
    473,95 - 483,95 kr.

    The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances.

  • - The Atari Video Computer System
    af Prof. Ian Bogost & Nick Montfort
    278,95 kr.

    A study of the relationship between platform and creative expression in the Atari VCS.

  • - The Super Nintendo Entertainment System
    af Dominic (Assistant Professor Arsenault
    308,95 kr.

    How the Super Nintendo Entertainment System embodied Nintendo's resistance to innovation and took the company from industry leadership to the margins of videogaming.This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the "16-bit console wars” of 1989-1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo's market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the "ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo's conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony's PlayStation. Extending the notion of "platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo's Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform's architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.

  • - Bell Labs, the S-C 4020, and the Origins of Computer Art
    af Zabet (Assistant Professor Patterson
    256,95 kr.

  • - Building the Interactive Web
    af Anastasia (Assistant Professor Salter
    283,95 kr.

    Adobe Flash began as a simple animation tool and grew into a multimedia platform that offered a generation of creators and innovators an astonishing range of opportunities to develop and distribute new kinds of digital content. For the better part of a decade, Flash was the de facto standard for dynamic online media, empowering amateur and professional developers to shape the future of the interactive Web. In this book, Anastasia Salter and John Murray trace the evolution of Flash into one of the engines of participatory culture.