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Books > Business & Economics > Industry & industrial studies > Media, information & communication industries > Information technology industries
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry understood as a global phenomenon in entertainment and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game s virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merino" "incorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework, Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries."
The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and 'only' game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.
This book, the first multi-disciplinary study of nostalgia and videogame music, allows readers to understand the relationships and memories they often form around games, and music is central to this process. The quest into the past begins with this book, a map that leads to the intersection between nostalgia and videogame music. Informed by research on musicology and memory as well as practices of gaming culture the edited volume discusses different forms of nostalgia, how video games display their relation to those and in what ways theoretically self-conscious positions can be found in games. The perspectives of the new discipline ludmusicology provide the broader framework for this project. This significant new book focuses on an important topic that has not been sufficiently addressed in the field and is clear in its contribution to ludomusicology. An important scholarly addition to the field of ludomusicology, with potential appeal to undergraduate and graduate scholars in many related fields due to its inherent interdisciplinarity, including musicology more broadly, game studies and games design, film studies, as well as cultural and media studies. It could also appeal to practitioners, particularly those nostalgic and self-reflexive artists who already engage in nostalgic practice (chiptune musicians, for instance). Also to those researching and studying in the fields of memory studies and cultural studies. Readership will include researchers, educators, practitioners, undergraduate and graduate students, fans and game players.
This book, the first multi-disciplinary study of nostalgia and videogame music, allows readers to understand the relationships and memories they often form around games, and music is central to this process. The quest into the past begins with this book, a map that leads to the intersection between nostalgia and videogame music. Informed by research on musicology and memory as well as practices of gaming culture the edited volume discusses different forms of nostalgia, how video games display their relation to those and in what ways theoretically self-conscious positions can be found in games. The perspectives of the new discipline ludmusicology provide the broader framework for this project. This significant new book focuses on an important topic that has not been sufficiently addressed in the field and is clear in its contribution to ludomusicology. An important scholarly addition to the field of ludomusicology, with potential appeal to undergraduate and graduate scholars in many related fields due to its inherent interdisciplinarity, including musicology more broadly, game studies and games design, film studies, as well as cultural and media studies. It could also appeal to practitioners, particularly those nostalgic and self-reflexive artists who already engage in nostalgic practice (chiptune musicians, for instance). Also to those researching and studying in the fields of memory studies and cultural studies. Readership will include researchers, educators, practitioners, undergraduate and graduate students, fans and game players.
When one considers broadband, the Internet immediately springs to mind. However, broadband is impacting society in many ways. For instance, broadband networks can be used to deliver healthcare or community related services to individuals who don't have computers, have distance as an issue to contend with, or don't use the internet. Broadband can support better management of scarce energy resources with the advent of smart grids, enables improved teleworking capacity and opens up a world of new entertainment possibilities. Yet scholarly examinations of broadband technology have so far examined adoption, usage, or diffusion but missed exploring the capacity of broadband networks to enable new applications, the management aspects of funding and developing broadband-enabled services, or the policy environment in which such networks are developed. This book explores a wide range of issues associated with the deployment and use of broadband including its impacts on individuals, organizations, and society, and offers a generalist understanding of the technical aspects of broadband. Management of Broadband Technology and Innovation offers insights on broadband from the perspectives of Information Systems, Management, Strategy, and Communications Policy scholars, drawing on research from these disciplines to inform diverse aspects of broadband deployment, policy, and use. Issues associated with a subject technical in nature, but now researched in many ways, are emphasised. This book explains various softer aspects of broadband deployment and use, focusing on the benefits of broadband rather than on details of the technology.
During this era of construction of the information superhighway, this volume presents a prudent analysis of the pros and cons of continuing state regulation of telecommunications. While interested parties either attack or defend state regulation, careful scholarly analysis is required to strike the appropriate balance of regulatory federalism. Focusing on regulation in the 1990s, it uses a positive political economy perspective to analyze enduring state-federal conflicts and to weigh the justifications and explanations for continuing state telecommunications regulation, or for changing its structure. It also considers normative concerns and makes recommendations about how to improve telecommunications policy. Seriously concerned with assessing the problems surrounding cost burdens for different categories of consumers, market entry for different firms, economic growth and the information infrastructure, global competitiveness, and control over information, this volume attempts to provide answers to the following specific questions: * How are states regulating telecommunications in the brave new world of global markets, fiber optics, and digital technology? * Do states vary significantly in their regulatory models? * How are the politics of state and federal regulation different? * Would a different federal-state relationship better serve national telecommunications goals in the future? To tackle these critical questions, the scholarly perspectives of economists, lawyers, political scientists, and telecommunications consultants and practitioners are employed.
The development of the information technology (IT) industry in the Asia Pacific region faces two challenges. Firstly, can its established physical, technical, regional and governance infrastructures be adapted to meet the challenges embedded in the set of products and processes created by the IT industry? Secondly, as this adaptation evolves, which cities and regions will be best suited to connect to or lead global responses to these challenges? The chapters in this book have set out to explore these questions, providing details of change in a range of aspects of the IT industry such as mobile phones, software services, and flat screen design in regions in Japan, Korea, Taiwan, India, China and Australia. The book also outlines the policy responses of national and regional governments in Singapore, India and China and India. These case studies provide a basis to understand effective strategies which could be formulated for the future. This book's originality emerges from the fine detail provided about firms, in particular regions and cities, from research carried out by young scholars in the past two years. This makes it very useful for readers keen to understand the recent changes in this dynamic industry in a fast growth part of the world, and it will also help to shape thinking by policy makers on policy settings that can be applied.
Focusing on countermeasures against orchestrated cyber-attacks, Cyber Security Culture is research-based and reinforced with insights from experts who do not normally release information into the public arena. It will enable managers of organizations across different industrial sectors and government agencies to better understand how organizational learning and training can be utilized to develop a culture that ultimately protects an organization from attacks. Peter Trim and David Upton believe that the speed and complexity of cyber-attacks demand a different approach to security management, including scenario-based planning and training, to supplement security policies and technical protection systems. The authors provide in-depth understanding of how organizational learning can produce cultural change addressing the behaviour of individuals, as well as machines. They provide information to help managers form policy to prevent cyber intrusions, to put robust security systems and procedures in place and to arrange appropriate training interventions such as table top exercises. Guidance embracing current and future threats and addressing issues such as social engineering is included. Although the work is embedded in a theoretical framework, non-technical staff will find the book of practical use because it renders highly technical subjects accessible and links firmly with areas beyond ICT, such as human resource management - in relation to bridging the education/training divide and allowing organizational learning to be embraced. This book will interest Government officials, policy advisors, law enforcement officers and senior managers within companies, as well as academics and students in a range of disciplines including management and computer science.
As a field in its own right, Minority Language Media studies is developing fast. The recent technological and social developments that have accelerated media convergence and opened new ways of access and exchange into spaces formerly controlled by media institutions, offer new opportunities, challenges and dangers to minority languages, and especially to their already established media institutions. This book includes debates on what convergence and participation actually mean, a series of case studies of specific social media developments in minority language, as well as comparative studies on how the cultural industries have engaged with the new possibilities brought about by media convergence. Finally, the book also offers a historical review of the development of Minority Language Media worldwide, and evidences the areas in which more extensive research is required.
This text presents the author's model of following principled ethics together with by chapters on each of the guiding principles: respect for intellectual property, principle of fair representation, privacy, and the principle of nonmalfeasance. It avoids the use of technical jargon.
The importance of contemporary television broadcasting for the shaping and development of national cultures and identities is increasingly evident. Television as the privileged medium for the dissemination of information and for mass entertainment has irreversibly altered the manner in which nations perceive themselves and each other. This volume explores the multiple and complex ways in which audiovisual developments in two important European states have impacted on the life styles and attitudes of the population at large and its governing elites. This is the first study that is devoted to the highly significant roles played by France and Britain in the formulation of European audiovisual policy and that provides a truly comparative analysis of the contemporary audiovisual scene in the two countries. It consists of four complementary sections: an overview of the audiovisual landscapes in Britain and France; an analysis of television programming; an account of the new cable and satellite media, and an assessment of European audiovisual integration. Overall, this volume offers a constructive contribution to the continuing debate on national and European broadcasting.
This is a book about creating information systems within firms that will truly give managers the information they need to make informed business decisions. The author contends that information is part of an ecological system in which it undergoes a process of evolution and adaptation to the requirements of the local users. The book explains ecological planning tools that guide managers to develop information systems to meet their changing needs.
The importance of contemporary television broadcasting for the shaping and development of national cultures and identities is increasingly evident. Television as the privileged medium for the dissemination of information and for mass entertainment has irreversibly altered the manner in which nations perceive themselves and each other. This volume explores the multiple and complex ways in which audiovisual developments in two important European states have impacted on the life styles and attitudes of the population at large and its governing elites. This is the first study that is devoted to the highly significant roles played by France and Britain in the formulation of European audiovisual policy and that provides a truly comparative analysis of the contemporary audiovisual scene in the two countries. It consists of four complementary sections: an overview of the audiovisual landscapes in Britain and France; an analysis of television programming; an account of the new cable and satellite media, and an assessment of European audiovisual integration. Overall, this volume offers a constructive contribution to the continuing debate on national and European broadcasting.
Global corporations initiate, join and maintain socio-technological change and hence, alter the ways in which we organize our lives. Demanding significant investment of resources and time, the development and implementation of new technologies on different levels must take into consideration these subtle processes. As such, it is particularly important that we have a greater insight into the practices of hi-tech corporations, in view of the often inflated promises of and concerns about the destiny of technological breakthroughs, especially those promising sizeable economic outcomes and societal transformation. Elena Simakova undertook a lengthy ethnographic study, working alongside marketing managers in a global IT corporation in their Europe, Middle East and Africa (EMEA) headquarters in the UK. Using the experience gained through a close participation in their everyday corporate rituals and routines, her account challenges common perceptions of how corporations make the world think and act with regard to technologies in particular ways. The book contains an interesting case study on the launch of a radio frequency identification (RFID) based solution. Unravelling the construction of expectations, inclusions and exclusions around emerging technologies, this reflexive account also tackles uneasy practical and methodological questions pertinent to corporate ethnography. This book is an essential read for scholars in science and technology studies, economic sociology, anthropology, as well as management and organizational studies and research policy.
The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and only game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.
Revolutions in Book Publishing uses dynamic methods to examine the evolution of the industry's transition from physical place to cyber space, analyzing the latest effects of technological innovations on the industry as well as their influence on distribution channels, market structure, and conduct of the industry.
The Free and Open Source Software (FOSS) movement demonstrates how labour can self-organise production, and, as is shown by the free operating system GNU/Linux, even compete with some of the worlds largest firms. The book examines the hopes of such thinkers as Friedrich Schiller, Karl Marx, Herbert Marcuse and Antonio Negri, in the light of the recent achievements of the hacker movement. This book is the first to examine a different kind of political activism that consists in the development of technology from below.
One of the most striking phenomena of China's remarkable economic growth is that its huge volume of exports are becoming high-tech. China is now the world's largest Information and Communication Technology (ICT) exporter, having overtaken Japan and the European Union in 2003 and the United States in 2004. China's ICT industry is also the largest manufacturing sector within the Chinese economy. This book examines how China has attained this leading position and presents one of the first accounts of China's ICT development model with specific reference to the experiences of East Asian 'tigers'. It shows how the development of the industry was military-driven before 1978, and how subsequently Chinese policymakers, struggling with domestic market reform and challenged by trade liberalisation and globalisation, managed to push through ICT development strategies. Overall, it discusses the debates between policymakers as to the most appropriate economic development strategy for 'catching-up' and demonstrates how China moved away from the across-the-board protectionist and interventionist industrial policies pursued by many developing countries, but has not wholeheartedly followed the neo-liberal free trade and market polices favoured by the World Bank, WTO and IMF. By doing so, it sheds light on the limitations of China's strategies moving forward, and identifies policy lessons for other developing countries.
This book investigates the contextual factors that led to Korean society becoming 'broadband heaven' - the most wired nation in the world - by scrutinizing the historical contexts surrounding the Korean Information Infrastructure (KII) project (1995-2005), which aimed to establish a nationwide high-speed backbone network, as well as its later evolution, which involved redesigning the public infrastructure. The book details the hidden mechanisms and the real elements of building the 'broadband heaven': the global constraints conditioning its telecom policies, the dense state-capital linkages, and the bureaucratic desire for social control. It draws on the state-in-society approach to analyze the deformations caused by the symbiosis between the state and big business in implementing the rosy vision of the broadband network. This book provides insights into how to formulate future telecom policies along much more democratically participatory lines while restraining the overwhelming power of the telecom oligopolies and conglomerates. It stands alone as a comprehensive study of the recent East Asian model of IT development, written specifically to examine Korea's socio-historical mechanisms for promoting physical speed and broadband mobility. This book will be important reading to anyone interested in Korean Studies, Information Technology and I.T. Development.
Based on the author's popular series in EDN Magazine, the book
contains a wealth of information on debugging and troubleshooting
analog circuits. In this book, you'll find advice on using simple
equipment to troubleshoot (would you believe an ordinary AM
radio?); step-by-step procedures for analog troubleshooting
methods; and generous helpings of the author's unique insights,
humor, and philosophy on analog circuits.
First published in 1990, The World Television Industry uses economic analysis to examine recent changes in the television industry. It uses the theory of public good and a model of industrial organization to identify the major forces determining the nature of the television product in the late twentieth century. The forces of supply and demand for an unusual product - often requiring a 'double' sale, to a consumer and to an advertiser - are examined, as are alternative methods of financing. The all-pervading role of government is discussed at length.
CEO Louis V. Gerstner Jr.’s memoir about the extraordinary turnaround of IBM and his transformation of the company into the industry leader of the computer age – the great American business story of our time. When Louis V. Gerstner became CEO of IBM in 1993, shares had slumped and the company was on the verge of collapse. Hired for his successful management of RJR Nabisco and American Express, Gerstner had no background in technology, but during his seven-year chairmanship, he transformed the company into the leading force of the computer age. In his frank, direct voice, Gerstner recalls the obstacles he faced: the plans to fragment the company, the inconsistent global policies, the stodgy white-shirt hierarchy and inter-departmental competitiveness and the rapidly declining sales. Within months of joining IBM, Gerstner presented his bold and controversial business strategy. Punitive towards office politics, he revolutionised the company from within, altering an entire corporate culture, divesting billions of dollars in unneeded assets and transforming IBM from a fractured, process-driven business into a nimble, customer-driven enterprise able to respond quickly to the volatile technology market and face down Microsoft and Intel in the internet era. Revealing his tactics step by step, Gerstner spins an engaging narrative that takes the reader behind the curtain into the unbelievable mess he inherited and into the office and mind of a CEO facing the challenge of a lifetime.
Jeff Lawson, developer turned CEO of Twilio (one of Bloomberg Businessweek's Top 50 Companies to Watch in 2021), creates a new playbook for unleashing the full potential of software developers in any organization, showing how to help management utilize this coveted and valuable workforce to enable growth, solve a wide range of business problems, and drive digital transformation. From banking and retail to insurance and finance, every industry is turning digital, and every company needs the best software to win the hearts and minds of customers. The landscape has shifted from the classic build vs. buy question, to one of build vs. die. Companies have to get this right to survive. But how do they make this transition? Software developers are sought after, highly paid, and desperately needed to compete in the modern, digital economy. Yet most companies treat them like digital factory workers without really understanding how to unleash their full potential. Lawson argues that developers are the creative workforce who can solve major business problems and create hit products for customers-not just grind through rote tasks. From Google and Amazon, to one-person online software companies-companies that bring software developers in as partners are winning. Lawson shows how leaders who build industry changing software products consistently do three things well. First, they understand why software developers matter more than ever. Second, they understand developers and know how to motivate them. And third, they invest in their developers' success. As a software developer and public company CEO, Lawson uses his unique position to bridge the language and tools executives use with the unique culture of high performing, creative software developers. Ask Your Developer is a toolkit to help business leaders, product managers, technical leaders, software developers, and executives achieve their common goal-building great digital products and experiences. How to compete in the digital economy? In short: Ask Your Developer.
The Internet once promised to be a place of extraordinary freedom beyond the control of money or politics, but today corporations and platforms exercise more control over our ability to access information and share knowledge to a greater extent than any state. In Silicon Values, leading campaigner Jillian York, looks at how our rights have become increasingly undermined by the major corporations desire to harvest our personal data and turn it into profit. She also looks at how governments have used the same technology to monitor citizens and threatened our ability to communicate. As a result our daily lives, and private thoughts, are being policed in an unprecedented manner. Who decides the difference between political debate and hate speech? How does this impact on our identity, our ability to create communities and to protest? Who regulates the censors? In response to this threat to our democracy, York proposes a user-powered movement against the platforms that demands change and a new form of ownership over our own data. |
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