Mostrando 21 - 40 Resultados de 48 Para Buscar '"Nintendo"', tiempo de consulta: 0.05s Limitar resultados
  1. 21
    Publicado 2014
    Tabla de Contenidos: “…Cover; Half Title; Title Page; Copyright Page; Table of Contents; Acknowledgments; Foreword; Preface: The Birth of Videogames; Generation One (1971-1984); 1.1 Arcade (1971); 1.2 Apple II (1977); 1.3 Atari 2600 VCS (1977); 1.4 Atari 8-bit (1979); 1.5 Mattel Intellivision (1979); 1.6 PC DOS Computers (1981); 1.7 Commodore 64 (1982); 1.8 Coleco ColecoVision (1982); Generation Two (1985-1994); 2.1 Nintendo Entertainment System (1985); 2.2 Commodore Amiga (1985); 2.3 Sega Genesis (1989); 2.4 Nintendo Game Boy (1989); 2.5 Nintendo Super NES (1991); Generation Three (1995-2001)…”
    Libro electrónico
  2. 22
    por Dillon, Roberto
    Publicado 2011
    Tabla de Contenidos: “…; Games That Pushed Boundaries I; Part II; 1983: The Crash; Computers, Computers, Computers; Atari and Commodore: from Here, Where?; Nintendo Gives Consoles an Extra Life: the NES, ROB, and Super Mario; New Competition: the Sega Master System; Games That Pushed Boundaries II; Part III; The Beginning of a New Era…”
    Libro electrónico
  3. 23
    Publicado 2019
    Tabla de Contenidos: “…Cover -- Half Title -- Title Page -- Copyright Page -- Contents -- Introduction -- Sonifying Science: Listening to Cancer -- Aging: I Don't Want to Be a Cyborg, I and II -- Aging Cyborg, III, IV, V, VI, and VII -- From Embodiment Skills in Computer Games to Nintendo Surgery -- Postphenomenological Postscript: From Macro-­ to Microtechnics -- We Make Technology, Technology Makes Us -- Additional Resources -- Acknowledgments…”
    Libro electrónico
  4. 24
    por Payne, Matthew Thomas, author
    Publicado 2016
    Tabla de Contenidos: “…Front matter -- Contents -- Acknowledgments -- Introduction: Welcome to Ludic War -- 1. Nintendo War 2.0: Toward a New Modality of Ludic War Play -- 2. …”
    Libro electrónico
  5. 25
    por Verhoeff, Nanna
    Publicado 2012
    Tabla de Contenidos: “…Theoretical consoles : The status of the gadget: the case of Nintendo DS ; Portrait of the gadget as theoretical console ; Touch screen: dirty window ; Mobile screen: carrying, sharing, transporting ; Double screen: split, insert map ; Gadgetivity -- 4. …”
    Libro electrónico
  6. 26
    Publicado 2015
    “…It features established artists such as Charlie Bowater (concept artist at Atomhawk) and Derek Stenning (freelance concept artist and illustrator, with clients such as Marvel Entertainment and Nintendo) who share their industry experiences by covering such aspects as posing characters, choosing the correct costumes, conveying emotions, and creating suitable moods. …”
    Libro
  7. 27
    Publicado 2012
    Tabla de Contenidos: “…/ Ulf Sandqvist -- Console hardware : the development of Nintendo WII / Mirko Ernkvist -- "Warm and stuffy" : the ecological impact of electronic games / Richard Maxwell and Toby Miller -- Gamification as the post-modern phalanstre is the gamification playing with us or are we playing with gamification? …”
    Libro
  8. 28
  9. 29
    por Looy, Jan van
    Publicado 2010
    “…What would games look like if Tolkien never had written Lord of the Rings, or if Nintendo had not brought Japanese manga drawing styles to the new medium? …”
    Libro
  10. 30
    por Pellegrin-Boucher, Estelle
    Publicado 2019
    “…Innovation in the Cultural and Creative Industries analyzes the powerful strategies put in place by CCI organizations such as Nintendo, the Lascaux Cave and Daft Punk. The case studies presented in this book cover video games, books, music, museums, fashion, film and architecture. …”
    Libro electrónico
  11. 31
    por Kochan, Stephen G.
    Publicado 2004
    “…This book provides readers with practical examples of how the C programming language can be used with small, fast programs, similar to the programming used by large game developers such as Nintendo. If you want a one-stop-source for C programming, this book is it.The book is appropriate for all introductory-to-intermediate courses on programming in the C language, including courses covering C programming for games and small-device platforms. …”
    Libro electrónico
  12. 32
    por Saffer, Dan
    Publicado 2009
    “…If you want to get ahead in this new era of interaction design, this is the reference you need. Nintendo's Wii and Apple's iPhone and iPod Touch have made gestural interfaces popular, but until now there's been no complete source of information about the technology. …”
    Libro electrónico
  13. 33
    por Fernandez, Dan
    Publicado 2008
    “…How would you like to build an Xbox game, use your Nintendo Wiimote to create an electronic whiteboard, or build your own peer-to-peer application? …”
    Libro electrónico
  14. 34
    por Rogers, Scott
    Publicado 2012
    “…As the creator of such venerable games as God of War , the SpongeBob Squarepants series, and Pac-Man World, to name a few, Rogers writes from personal experience and in this unique book, he hands you the tools to create your own tablet games for the iPad, Android tablets, Nintendo DS, and other touchscreen systems. Covers the entire tablet game creation process, placing a special focus on the intricacies and pitfalls of touch-screen game design Explores the details and features of tablet game systems and shows you how to develop marketable ideas as well as market your own games Offers an honest take on what perils and pitfalls await you during a game's pre-production, production, and post-production stages Features interviews with established tablet game developers that serve to inspire you as you start to make your own tablet game design Swipe This! …”
    Libro electrónico
  15. 35
    Publicado 2011
    Tabla de Contenidos: “….; Post-NES Grails; Stadium Events.; Nintendo World Championships 1990.; Super Star Fox Weekend.; Hack #14. …”
    Libro electrónico
  16. 36
    Publicado 2009
    “…It will change the way you think about your people strategy.""-Cammie Dunaway, Nintendo of America ""Brand for Talent is your wake up call to the realities of today's hiring marketplace. …”
    Libro electrónico
  17. 37
    por Ambrosini, Antonio
    Publicado 2009
    Tabla de Contenidos: “…LA CULTURA DEL ENTRETENIMIENTO; PÁGINA LEGAL; SUMARIO; PRÓLOGO; A MODO DE INTRODUCCIÓN; FENÓMENO MUNDIAL; EL NEGOCIO DEL ENTRETENIMIENTO; MIYAMOTO Y NINTENDO; NOSOTROS, LOS DE ENTONCES,YA NO SOMOS LOS MISMOS; LA IRRUPCIÓN TECNOLÓGICA; EL MUNDO DIGITAL; CAÍMOS EN SUS REDES; ¿CÓMO INTERPRETAR ESTOS CAMBIOS?…”
    Libro electrónico
  18. 38
    por Gurian, Michael
    Publicado 2008
    “…Through examples and case studies from companies like Kodak, Nike, Nintendo, Home Depot, Proctor & Gamble, Avon, and Disney, the book shows readers how ignoring gend…”
    Libro electrónico
  19. 39
    “…These organizations used unique problem-solving strategies to forever change the face of tech—whether it was Facebook’s second mover advantage over MySpace or Nintendo’s leap of faith in the 1980s to revitalize the video game industry. …”
    Libro electrónico
  20. 40
    por Murdock, Kelly
    Publicado 2009
    “…The bestselling 3ds Max book ever, now updated for the latest version 3ds Max is the world's most popular animation modeling and rendering software used to create 80 percent of commercially available video games, including those for Microsoft's Xbox 360, Sony's Playstation 3, and Nintendo's Wii. It is an expensive, intricate program that can take years to thoroughly master. …”
    Libro electrónico