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The game is on! Get your hands on this book about one of the most influential companies in the video game industry. Founded in 1889, Nintendo started out as a small playing card company in Japan. Though the cards sold well, Nintendo really became popular when it began creating toys in the 1960s, and then became internationally renowned after developing video games and consoles in the 1970s and '80s. After introducing the world to some of the best-known and top-selling video game franchises of all-time, such as Super Mario Bros., The Legend of Zelda, Animal Crossing, and Pokémon, it's clear to see why Nintendo is beloved by parents as a company that creates nonviolet, family-friendly entertainment for kids. With fun black-and-white illustrations and an engaging 16-page photo insert, readers will be excited to read this latest additon to Who HQ! Look for more Who HQ titles: What Is LEGO? What Is the Story of Hello Kitty? What Is the Story of Batman? What Is the Story of Transformers?
The game is on! Get your hands on this book about one of the most influential companies in the video game industry. Founded in 1889, Nintendo started out as a small playing card company in Japan. Though the cards sold well, Nintendo really became popular when it began creating toys in the 1960s, and then became internationally renowned after developing video games and consoles in the 1970s and '80s. After introducing the world to some of the best-known and top-selling video game franchises of all-time, such as Super Mario Bros., The Legend of Zelda, Animal Crossing, and Pokémon, it's clear to see why Nintendo is beloved by parents as a company that creates nonviolet, family-friendly entertainment for kids. With fun black-and-white illustrations and an engaging 16-page photo insert, readers will be excited to read this latest additon to Who HQ!
Back in the 80s, Nintendo ruled the home-entertainment market with the NES (Nintendo Entertainment System). But then rival Sony introduced PlayStation, which featured advancements and cutting-edge technology that put Nintendo's Super-NES to shame. Nintendo quickly lost its dominant market share to Sony and found itself floundering. In 2006, Nintendo released Wii at the same time Sony introduced its highly-anticipated and much-vaunted PlayStation III and Microsoft's XBox 360. Wii's David defeated PlayStation's Goliath, inversely echoing the SNES/PlayStation outcome of a decade previous. Nintendo Magic: Winning the Videogame Wars is the story of what went right, discussing the business strategies and marketing savvy that took on the mighty Sony and won. Topics include: How where you put your company is just as important as how you run it: being in Kyoto From work force to policies, why Nintendo's "just enough" attitude succeeds Why the ability to read a balance sheet is overrated Respect seniority but approve huge R&D budgets for talented junior employees Allowing maximum communication between disparate divisions (hardware and software) Enlarging the pie: going after casual gamers (The art of mainstreaming) How the Wii will be the next major household appliance and the DSi will be the cell phone of the future. Nintendo Magic: Winning the Videogame Wars should serve as a warning to similar powerhouse industries never to understimate the modest competitor. It should occupy the bookshelf of any business person smart enough to know they don't need to be a giant to win.
Digital forensics deals with the acquisition, preservation, examination, analysis and presentation of electronic evidence. Networked computing, wireless communications and portable electronic devices have expanded the role of digital forensics beyond traditional computer crime investigations. Practically every crime now involves some aspect of digital evidence; digital forensics provides the techniques and tools to articulate this evidence. Digital forensics also has myriad intelligence applications. Furthermore, it has a vital role in information assurance -- investigations of security breaches yield valuable information that can be used to design more secure systems. Advances in Digital Forensics XII describes original research results and innovative applications in the discipline of digital forensics. In addition, it highlights some of the major technical and legal issues related to digital evidence and electronic crime investigations. The areas of coverage include: Themes and Issues, Mobile Device Forensics, Network Forensics, Cloud Forensics, Social Media Forensics, Image Forensics, Forensic Techniques, and Forensic Tools. This book is the twelfth volume in the annual series produced by the International Federation for Information Processing (IFIP) Working Group 11.9 on Digital Forensics, an international community of scientists, engineers and practitioners dedicated to advancing the state of the art of research and practice in digital forensics. The book contains a selection of twenty edited papers from the Twelfth Annual IFIP WG 11.9 International Conference on Digital Forensics, held in New Delhi, India in the winter of 2016. Advances in Digital Forensics XII is an important resource for researchers, faculty members and graduate students, as well as for practitioners and individuals engaged in research and development efforts for the law enforcement and intelligence communities. Gilbert Peterson, Chair, IFIP WG 11.9 on Digital Forensics, is a Professor of Computer Engineering at the Air Force Institute of Technology, Wright-Patterson Air Force Base, Ohio, USA. Sujeet Shenoi is the F.P. Walter Professor of Computer Science and a Professor of Chemical Engineering at the University of Tulsa, Tulsa, Oklahoma, USA.
What are the characteristic features of avatar-based singleplayer videogames, from Super Mario Bros. to Grand Theft Auto? Rune Klevjer examines this question with a particular focus on issues of fictionality and realism, and their relation to cinema and Virtual Reality. Through close-up analysis and philosophical discussion, Klevjer argues that avatar-based gaming is a distinctive and dominant form of virtual self-embodiment in digital culture. This book is a revised edition of Rune Klevjer's pioneering work from 2007, featuring a new introduction by the author and afterword by Stephan Günzel, Jörg Sternagel, and Dieter Mersch.
Essentials of Microeconomics is an excellent introduction to microeconomics. It presents the basic tools of microeconomics clearly and concisely. It presents a vigorous treatment of all relevant introductory microeconomic concepts, and emphasises on modern economics – game theory and imperfect markets. Each chapter is self-contained and includes the required key mathematical skills at the start. Now in its second edition, this updated textbook includes: • Expanded lecturer resources, including detailed lecture slides, sample exam questions and updated test bank multiple choice questions • An additional section on Economics in Practice, focused on policy, econometrics and behavioural economics This book is ideal not only for introductory microeconomics courses, but its level of analysis also makes the book appropriate for introductory level economics taught at postgraduate level. With the emphasis on strategy, this text is also well suited for use in business economics courses.
Learn about Super Mario and everything there is to know about mushrooms, warp pipes, Yoshis, and rescuing princesses. Explore the history of Super Mario and peer into the future of one of the world's most popular games. Super Mario will give you a behind-the-scenes look at a great game, with features that include: a glossary, index, and bibliography for further reading.
Originally founded in 1889 as a manufacturer of playing cards, this book examines the history and political economic status of the multinational consumer electronics and video game giant Nintendo. This book offers a deeper examination into Nintendo as a global media giant, with some of the industry’s best-selling consoles and most recognizable intellectual property including Mario, Pokémon, and Zelda. Drawing upon the theory of the political economy of communication, which seeks to understand how communication and media serve as key mechanisms of economic and political power, Randy Nichols examines how Nintendo has maintained its dominance in the global video game industry and how it has used its position to shape that industry. This book argues that while the company’s key figures and main franchises are important, Nintendo’s impact as a company – and what we can learn from its evolution – is instructive beyond the video game industry. This book is perfect for students and scholars of media and cultural industries, critical political economy of media, production studies, and games studies.
When BIC, manufacturer of disposable ballpoint pens, wanted to grow, it looked for an idea beyond introducing new sizes and ink colors. Someone suggested lighters. LIGHTERS? With an idea that seemed crazy at first, that bright executive, instead of seeing BIC as a pen company—a business in the PEN “box”—figured out that there was growth to be found in the DISPOSABLE “box.” And he was right. Now there are disposable BIC lighters, razors, even phones. The company opened its door to a host of opportunities. IT INVENTED A NEW BOX. Your business can, too. And simply thinking “out of the box” is not the answer. True ingenuity needs structure, hard analysis, and bold brainstorming. It needs to start THINKING IN NEW BOXES —a revolutionary process for sustainable creativity from two strategic innovation experts from The Boston Consulting Group (BCG). To make sense of the world, we all rely on assumptions, on models—on what Luc de Brabandere and Alan Iny call “boxes.” If we are unaware of our boxes, they can blind us to risks and opportunities. This innovative book challenges everything you thought you knew about business creativity by breaking creativity down into five steps: • Doubt everything. Challenge your current perspectives. • Probe the possible. Explore options around you. • Diverge. Generate many new and exciting ideas, even if they seem absurd. • Converge. Evaluate and select the ideas that will drive breakthrough results. • Reevaluate. Relentlessly. No idea is a good idea forever. And did we mention Reevaluate? Relentlessly. Creativity is paramount if you are to thrive in a time of accelerating change. Replete with practical and potent creativity tools, and featuring fascinating case studies from BIC to Ford to Trader Joe’s, Thinking in New Boxes will help you and your company overcome missed opportunities and stay ahead of the curve. This book isn’t a simpleminded checklist. This is Thinking in New Boxes. And it will be fun. (We promise.) Praise for Thinking in New Boxes “Excellent . . . While focusing on business creativity, the principles in this book apply anywhere change is needed and will be of interest to anyone seeking to reinvent herself.”—Blogcritics “Thinking in New Boxes is a five-step guide that leverages the authors’ deep understanding of human nature to enable readers to overcome their limitations and both imagine and create their own futures. This book is a must-read for people living and working in today’s competitive environment.”—Ray O. Johnson, Ph.D., chief technology officer, Lockheed Martin “Thinking In New Boxes discusses what I believe to be one of the fundamental shifts all companies/brands need to be thinking about: how to think creatively, in order to innovate and differentiate our brands. We need to thrive and lead in a world of accelerating change and this book challenges us to even greater creativity in our thinking. One of the best business books I’ve read in a long time.”—Jennifer Fox, CEO, Fairmont Hotels & Resorts “As impressive as teaching new tricks to old dogs, Thinking in New Boxes is both inspirational and practical—a comprehensive, step-by-step guide to sharpening one’s wits in order to harness creativity in the workplace.”—Peter Gelb, general manager, Metropolitan Opera
This book examines the effect of Information Technology on our lives, illustrating how a lack of proper social control over IT has led to a scene of technological wizardry and real everyday gains, contaminated by discrimination, deprivation and unacceptable ethical standards. The book states the case, analyses the mistakes, hits hard at those responsible for these, offers ways of ensuring that we all get the benefits of IT, and argues the need to put some integrity into technology.