Power-up: how Japanese video games gave the world an extra life
" 'Chris Kohler brings the passionate intensity of a hardcore fan to his writing, but he also has the background knowledge and the critical facilities to explore video games as an industry, as a medium, and as a cultural phenomenon.' ... Wired. Why are Japanese video games a worldwide...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Mineola, New York
Dover Publications
2016
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | " 'Chris Kohler brings the passionate intensity of a hardcore fan to his writing, but he also has the background knowledge and the critical facilities to explore video games as an industry, as a medium, and as a cultural phenomenon.' ... Wired. Why are Japanese video games a worldwide sensation? This enjoyable and informative survey explores the reasons, starting with how Japanese developers raised the medium to an art form. The book also traces the ways in which the developers' ideas infused popular culture beyond the gaming world. Interviews, anecdotes, and personal accounts offer insights from giants of the industry, including Shigeru Miyamoto, Hideo Kojima, and others involved in the creation of Donkey Kong, Mario, Pokemon, and other games. This revised edition includes updated material throughout the book as well as a new final chapter"... |
Beschreibung: | "This Dover edition, first published in 2016, is a revised and updated republication of the work originally published by BradyGAMES Publishing, Indianapolis, Indiana, in 2004. A new Foreword by Shuhei Yoshida has been specially prepared for the present edition. In addition, the author has added a new Introduction to the 2016 edition, additional material for Chapter 7, and a bonus Chapter."...Title page verso. - Includes bibliographical references and index |
Beschreibung: | xi, 320 Seiten Illustrationen 22 cm |
ISBN: | 9780486801490 0486801497 |
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520 | |a " 'Chris Kohler brings the passionate intensity of a hardcore fan to his writing, but he also has the background knowledge and the critical facilities to explore video games as an industry, as a medium, and as a cultural phenomenon.' ... Wired. Why are Japanese video games a worldwide sensation? This enjoyable and informative survey explores the reasons, starting with how Japanese developers raised the medium to an art form. The book also traces the ways in which the developers' ideas infused popular culture beyond the gaming world. Interviews, anecdotes, and personal accounts offer insights from giants of the industry, including Shigeru Miyamoto, Hideo Kojima, and others involved in the creation of Donkey Kong, Mario, Pokemon, and other games. This revised edition includes updated material throughout the book as well as a new final chapter"... | ||
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Datensatz im Suchindex
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---|---|
adam_text | • · · · Contents · · · · Foreword Introduction to the 2016 Edition vii Introduction to the 2004 Edition ix Chapter 1 Super Mario Nation Chapter 2 An Early History of Cinematic Elements in Video Games 12 Chapter 3 The Play Control of Power Fantasies: Nintendo, Super Mario, and Shigeru Miyamoto 23 Chapter 4 Quests and Fantasies: The Japanese RPG 77
• · iv Ришвг-Up Chapter 5 Game Music, Music Games 123 Chapter 6 A Täie of Two Gaijin 156 Chapter 7 Adventures In Akihabara: The Japanese Game Marketplace 172 Chapter 8 Lost in Transration: This Game Are Sick 195 Chapter 9 Pokémon: Shikaku Sedai No Sekai Shôhin 225 Chapter 10 Future Games 237 Conclusion Thank You, Mario [But Our Profits Are In Another Country] 254 Bonus 2016 Chapter Iwata Dreams of Video Games 267 Bibliography 293 Index 311
|
adam_txt |
• · · · Contents · · · · Foreword Introduction to the 2016 Edition vii Introduction to the 2004 Edition ix Chapter 1 Super Mario Nation Chapter 2 An Early History of Cinematic Elements in Video Games 12 Chapter 3 The Play Control of Power Fantasies: Nintendo, Super Mario, and Shigeru Miyamoto 23 Chapter 4 Quests and Fantasies: The Japanese RPG 77
• · iv Ришвг-Up Chapter 5 Game Music, Music Games 123 Chapter 6 A Täie of Two Gaijin 156 Chapter 7 Adventures In Akihabara: The Japanese Game Marketplace 172 Chapter 8 Lost in Transration: This Game Are Sick 195 Chapter 9 Pokémon: Shikaku Sedai No Sekai Shôhin 225 Chapter 10 Future Games 237 Conclusion Thank You, Mario [But Our Profits Are In Another Country] 254 Bonus 2016 Chapter Iwata Dreams of Video Games 267 Bibliography 293 Index 311 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Kohler, Chris |
author_facet | Kohler, Chris |
author_role | aut |
author_sort | Kohler, Chris |
author_variant | c k ck |
building | Verbundindex |
bvnumber | BV047274920 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 |
callnumber-search | QA76.76.C672 |
callnumber-sort | QA 276.76 C672 |
callnumber-subject | QA - Mathematics |
classification_rvk | AP 15963 |
ctrlnum | (OCoLC)1261746474 (DE-599)BVBBV047274920 |
dewey-full | 794.8/1536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1536 |
dewey-search | 794.8/1536 |
dewey-sort | 3794.8 41536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport |
discipline_str_mv | Allgemeines Sport |
era | Geschichte gnd |
era_facet | Geschichte |
format | Book |
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index_date | 2024-07-03T17:15:13Z |
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institution | BVB |
isbn | 9780486801490 0486801497 |
language | English |
lccn | 016019668 |
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owner_facet | DE-210 DE-355 DE-BY-UBR |
physical | xi, 320 Seiten Illustrationen 22 cm |
publishDate | 2016 |
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publisher | Dover Publications |
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spelling | Kohler, Chris Verfasser aut Power-up how Japanese video games gave the world an extra life Chris Kohler ; foreword by Shuhei Yoshida Mineola, New York Dover Publications 2016 xi, 320 Seiten Illustrationen 22 cm txt rdacontent n rdamedia nc rdacarrier "This Dover edition, first published in 2016, is a revised and updated republication of the work originally published by BradyGAMES Publishing, Indianapolis, Indiana, in 2004. A new Foreword by Shuhei Yoshida has been specially prepared for the present edition. In addition, the author has added a new Introduction to the 2016 edition, additional material for Chapter 7, and a bonus Chapter."...Title page verso. - Includes bibliographical references and index " 'Chris Kohler brings the passionate intensity of a hardcore fan to his writing, but he also has the background knowledge and the critical facilities to explore video games as an industry, as a medium, and as a cultural phenomenon.' ... Wired. Why are Japanese video games a worldwide sensation? This enjoyable and informative survey explores the reasons, starting with how Japanese developers raised the medium to an art form. The book also traces the ways in which the developers' ideas infused popular culture beyond the gaming world. Interviews, anecdotes, and personal accounts offer insights from giants of the industry, including Shigeru Miyamoto, Hideo Kojima, and others involved in the creation of Donkey Kong, Mario, Pokemon, and other games. This revised edition includes updated material throughout the book as well as a new final chapter"... Geschichte gnd rswk-swf GAMES / Video & Electronic / bisacsh Video games Design Computer games Design Computer games Japan Marketing Video games Japan Marketing GAMES / Video & Electronic Videospiel (DE-588)4063465-6 gnd rswk-swf Einfluss (DE-588)4151276-5 gnd rswk-swf Videospielemarkt (DE-588)4127562-7 gnd rswk-swf Japan (DE-588)4028495-5 gnd rswk-swf Japan (DE-588)4028495-5 g Videospiel (DE-588)4063465-6 s Videospielemarkt (DE-588)4127562-7 s Einfluss (DE-588)4151276-5 s Geschichte z DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032678558&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Kohler, Chris Power-up how Japanese video games gave the world an extra life GAMES / Video & Electronic / bisacsh Video games Design Computer games Design Computer games Japan Marketing Video games Japan Marketing GAMES / Video & Electronic Videospiel (DE-588)4063465-6 gnd Einfluss (DE-588)4151276-5 gnd Videospielemarkt (DE-588)4127562-7 gnd |
subject_GND | (DE-588)4063465-6 (DE-588)4151276-5 (DE-588)4127562-7 (DE-588)4028495-5 |
title | Power-up how Japanese video games gave the world an extra life |
title_auth | Power-up how Japanese video games gave the world an extra life |
title_exact_search | Power-up how Japanese video games gave the world an extra life |
title_exact_search_txtP | Power-up how Japanese video games gave the world an extra life |
title_full | Power-up how Japanese video games gave the world an extra life Chris Kohler ; foreword by Shuhei Yoshida |
title_fullStr | Power-up how Japanese video games gave the world an extra life Chris Kohler ; foreword by Shuhei Yoshida |
title_full_unstemmed | Power-up how Japanese video games gave the world an extra life Chris Kohler ; foreword by Shuhei Yoshida |
title_short | Power-up |
title_sort | power up how japanese video games gave the world an extra life |
title_sub | how Japanese video games gave the world an extra life |
topic | GAMES / Video & Electronic / bisacsh Video games Design Computer games Design Computer games Japan Marketing Video games Japan Marketing GAMES / Video & Electronic Videospiel (DE-588)4063465-6 gnd Einfluss (DE-588)4151276-5 gnd Videospielemarkt (DE-588)4127562-7 gnd |
topic_facet | GAMES / Video & Electronic / bisacsh Video games Design Computer games Design Computer games Japan Marketing Video games Japan Marketing GAMES / Video & Electronic Videospiel Einfluss Videospielemarkt Japan |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032678558&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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