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Games   Game Design   Game Studies
14,99 € *
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How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies. With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.

Anbieter: buecher
Stand: 03.06.2020
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Augmentation of Low Eminence Degraded Video Usi...
35,90 € *
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"Nothing says 'yawn' more than an interminable text-based email or 50-slide attachment. Including a video within a brief email and delivering content in multimedia formats can help drive response rates, improve information retention and make your company or offer more memorable." - Andy Zimmerman Social media sites and video go hand-in-hand, and most sites encourage video posting and sharing. The viral video opportunities are endless when you use the right strategies to create and post your videos online." - Amy Porterfield.

Anbieter: Dodax
Stand: 03.06.2020
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Games Game Design Game Studies
18,18 € *
ggf. zzgl. Versand

How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop?Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies.With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.

Anbieter: Dodax
Stand: 03.06.2020
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developing interactive narrative content
34,89 € *
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Ernest Adams: Design Considerations for Interactive Storytellers Richard Adams: Behaviour, Intelligence and Invisibility and its Effect on Narrative Frank Boyd: The Perfect Pitch Matt Costello: The Big Question& about all those horrible, terrible videogames Noah Falstein: Natural Funativity Steve Dixon, Magnus Helander and Lars Erik Holmquist: Objective Memory: An Experiment in Tangible Narrative Christopher Hales: Interactive Filmmaking: An Educational Experience Michael Joyce: Interactive Planes: Toward Post-Hypertextual New Media Sibylle Kurz: The Art of Pitching Craig A. Lindley: Story and Narrative Structures in Computer Games Michael Nitsche: Film Live: An Excursion into Machinima Teijo Pellinen: Akvaario: you are not alone at night Bas Raijmakers and Yanna Vogiazou: CitiTag: Designing for the Emergence of Spontaneous Social Play in a Mixed Reality Game Greg Roach: Granularity, Verbs and Media Types in Interactive Narratives and Narrative Games Volker Reimann: Authoring Mobile Mixed Reality Applications Vincent Scheurer: Adapting Existing Works for Use in Games Jochen Schmidt: Behind the Scenes Before the Screens Interactive Audience Participation in Digital Cinemas Tom Söderlund: Proximity Gaming - New Forms of Wireless Network Gaming Stale Stenslie: Symbiotic Interactivity in Multisensory Environments Maureen Thomas: Playing with Chance and Choice Orality, Narrativity and Cinematic Media: Vala s Runecast Christian Ziegler: 66 movingimages - Interaction in Filmic Space Eric Zimmerman: Narrative, Interactivity, Play, and Games: Four naughty concepts in need of disciplineDieser Reader präsentiert 22 theoretische und praxisorierntierte Aufsätze über die Herausforderungen bei der Entwicklung von narrativen interaktiven Inhalten und ist Pflichtlektüre für alle, die sich für die Entwicklung interaktiver storybasierter Anwendungen interessieren. Berücksichtigt wird die ganze Bandbreiter interaktiver Medien: iTV, Computerspiele, interaktive Filme, mobile Anwendungen, uvm.

Anbieter: Dodax
Stand: 03.06.2020
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They Shoot... They Score!
28,90 CHF *
ggf. zzgl. Versand

Featuring fifty interviews with fifty sports executives ranging from team owners, team/company executives, facility designers, and analytics experts, They Shoot...They Score offers a comprehensive guide to applied lessons in leadership, innovation and strategy from the sports industry. Topics covered include Strategic Marketing, Brand Management, Business Analytics and Sport Science, Corporate Culture, Corporate Partnerships, Entrepreneurship, Facility Logistics, Sales, and much more! Conducted between January and May 2018, these interviews span additional topics such as brand building for pro sports startups, the evolution of sponsorship analytics, applications of experiential marketing, key aspects of stadium design, and college athletic administration.¿¿These interviews cover every major professional sports league in North America (basketball, football, hockey, soccer, baseball), numerous consulting firms (Wasserman, Block Six Analytics, GumGum, Populous), and entities from collegiate athletics and the sports commission world (NCAA, University of Oklahoma, America East Conference, St. Louis and Kansas City Sports Commissions). Included among the 50 persons interviewed are Joe Lacob (owner of the 3-time World Champion Golden State Warriors), Kerry Bubolz (President and COO of the Vegas Golden Knights), Mark Cuban (owner of the Dallas Mavericks), Dan Flynn (CEO and Secretary General of the U.S. Soccer Federation), Robyn Glaser (Vice President of The Kraft Group), Larry Miller (President, Jordan Brand), Tom Penn (President and Co-Owner of the Los Angeles Football Club), Chris Zimmerman (President and CEO of the St. Louis Blues), and Al Guido (President of the San Francisco 49ers and CEO of Elevate Sports Ventures). The 4 core areas most frequently discussed by the experts are (1) lessons in leadership, (2) examples of innovation, (3) Strategic Marketing and Brand Development, and (4) Strategic Business Planning. Additionally, the interviews address a myriad of other topics, such as applications of business analytics both on and off the field of play, the growing role of social media as part of an organizations overall marketing strategy, the importance of both internal corporate culture and external community relations, and lessons in enhancing the success and efficiency of an organization's sales efforts.¿¿Published as an e-book, this format allows readers to click on a variety of links to dive deeper into topics of interest to them. This interactive feature adds to the educational and entertainment value of the project.¿¿The target audiences for this book are: ¿¿(1) Sports enthusiasts who want to learn more about the Business of Sports. (2) Those who enjoy reading about business and leadership, for there are numerous applied lessons in each throughout the book. (3) College professors who wish to supplement their Sports Business or Sport Management courses with a compilation of real-world sports industry applications.

Anbieter: Orell Fuessli CH
Stand: 03.06.2020
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Games   Game Design   Game Studies
16,99 € *
zzgl. 3,00 € Versand

How did games rise to become the central audiovisual form of expression and storytelling in digital culture? How did the practices of their artistic production come into being? How did the academic analysis of the new medium's social effects and cultural meaning develop? Addressing these fundamental questions and aspects of digital game culture in a holistic way for the first time, Gundolf S. Freyermuth's introduction outlines the media-historical development phases of analog and digital games, the history and artistic practices of game design, as well as the history, academic approaches, and most important research topics of game studies. With contributions by André Czauderna, Nathalie Pozzi and Eric Zimmerman.

Anbieter: Thalia AT
Stand: 03.06.2020
Zum Angebot
They Shoot... They Score!
23,79 € *
ggf. zzgl. Versand

Featuring fifty interviews with fifty sports executives ranging from team owners, team/company executives, facility designers, and analytics experts, They Shoot...They Score offers a comprehensive guide to applied lessons in leadership, innovation and strategy from the sports industry. Topics covered include Strategic Marketing, Brand Management, Business Analytics and Sport Science, Corporate Culture, Corporate Partnerships, Entrepreneurship, Facility Logistics, Sales, and much more! Conducted between January and May 2018, these interviews span additional topics such as brand building for pro sports startups, the evolution of sponsorship analytics, applications of experiential marketing, key aspects of stadium design, and college athletic administration.¿¿These interviews cover every major professional sports league in North America (basketball, football, hockey, soccer, baseball), numerous consulting firms (Wasserman, Block Six Analytics, GumGum, Populous), and entities from collegiate athletics and the sports commission world (NCAA, University of Oklahoma, America East Conference, St. Louis and Kansas City Sports Commissions). Included among the 50 persons interviewed are Joe Lacob (owner of the 3-time World Champion Golden State Warriors), Kerry Bubolz (President and COO of the Vegas Golden Knights), Mark Cuban (owner of the Dallas Mavericks), Dan Flynn (CEO and Secretary General of the U.S. Soccer Federation), Robyn Glaser (Vice President of The Kraft Group), Larry Miller (President, Jordan Brand), Tom Penn (President and Co-Owner of the Los Angeles Football Club), Chris Zimmerman (President and CEO of the St. Louis Blues), and Al Guido (President of the San Francisco 49ers and CEO of Elevate Sports Ventures). The 4 core areas most frequently discussed by the experts are (1) lessons in leadership, (2) examples of innovation, (3) Strategic Marketing and Brand Development, and (4) Strategic Business Planning. Additionally, the interviews address a myriad of other topics, such as applications of business analytics both on and off the field of play, the growing role of social media as part of an organizations overall marketing strategy, the importance of both internal corporate culture and external community relations, and lessons in enhancing the success and efficiency of an organization's sales efforts.¿¿Published as an e-book, this format allows readers to click on a variety of links to dive deeper into topics of interest to them. This interactive feature adds to the educational and entertainment value of the project.¿¿The target audiences for this book are: ¿¿(1) Sports enthusiasts who want to learn more about the Business of Sports. (2) Those who enjoy reading about business and leadership, for there are numerous applied lessons in each throughout the book. (3) College professors who wish to supplement their Sports Business or Sport Management courses with a compilation of real-world sports industry applications.

Anbieter: Thalia AT
Stand: 03.06.2020
Zum Angebot