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Satoru Iwata was the global president and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful Pokémon Go game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide. In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the “Iwata Asks” series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned Mario franchise creator Shigeru Miyamoto and creator of EarthBound Shigesato Itoi, Ask Iwata offers game fans and business leaders an insight into the leadership, development, and design philosophies of one of the most beloved figures in gaming history. -- VIZ Media
WALL STREET JOURNAL BESTSELLER LESSONS FROM A BOSS-LEVEL DISRUPTOR AND GAMING LEGEND Reggie Fils-Aimé, retired President and Chief Operating Officer of Nintendo of America Inc., shares leadership lessons and inspiring stories from his unlikely rise to the top. Although he’s best known as Nintendo's iconic President of the Americas-immortalized for opening Nintendo’s 2004 E3 presentation with, “My name is Reggie, I'm about kicking ass, I'm about taking names, and we're about making games”-Reggie Fils-Aimé’s story is the ultimate gameplan for anyone looking to beat the odds and achieve success. Learn from Reggie how to leverage disruptive thinking to pinpoint the life choices that will make you truly happy, conquer negative perceptions from those who underestimate or outright dismiss you, and master the grit, perseverance, and resilience it takes to dominate in the business world and to reach your professional dreams. As close to sitting one-on-one with the gaming legend as it gets, you will learn: About the challenges Reggie faced throughout his life and career-from his humble childhood as the son of Haitian immigrants, to becoming one of the most powerful names in the history of the gaming industry. What it takes to reach the top of your own industry, including being brave enough to stand up for your ideas, while also being open to alternative paths to success. How to create vibrant and believable visions for your team and company. How to maintain relentless curiosity and know when to ask questions to shatter the status quo.
Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.
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.
Please note: This is a companion version & not the original book. Book Preview: #1 I was hooked on a calculator made by HewlettPackard when I was in high school. I created a game and sent it to the HewlettPackard distributor in Japan. They were absolutely baffled. They must have been like, Whoa, what’s this high school whiz kid doing up in Sapporo. #2 I made some important connections at the Seibu computer store, which led me to meet the programmer who would be the strongest motivator for my future work. I spent all my savings and the money I was given when I entered college on a computer, and I took on a loan. #3 I was able to move up into a fulltime position as soon as I graduated university. I enjoyed what I was doing so much that it didn’t feel like work. The games that I developed involved big software ideas, and since they were praised for their technical abilities, they were able to get work consistently. #4 When I was president of HAL Laboratory, I had to figure out how to turn things around. I interviewed everyone at the company to find out their strengths and weaknesses, and I was blown away by how much I was learning.
Please note: This is a companion version & not the original book. Sample Book Insights: #1 I was hooked on a calculator made by Hewlett-Packard when I was in high school. I created a game and sent it to the Hewlett-Packard distributor in Japan. They were absolutely baffled. They must have been like, Whoa, what’s this high school whiz kid doing up in Sapporo. #2 I made some important connections at the Seibu computer store, which led me to meet the programmer who would be the strongest motivator for my future work. I spent all my savings and the money I was given when I entered college on a computer, and I took on a loan. #3 I was able to move up into a full-time position as soon as I graduated university. I enjoyed what I was doing so much that it didn’t feel like work. The games that I developed involved big software ideas, and since they were praised for their technical abilities, they were able to get work consistently. #4 When I was president of HAL Laboratory, I had to figure out how to turn things around. I interviewed everyone at the company to find out their strengths and weaknesses, and I was blown away by how much I was learning.
THE CON50LE is a comprehensive yet conversational account of 50 years of home video gaming history, leaving no rarely sighted system unturned and providing a chronological account of the evolution of the biggest entertainment medium in the world. From the earliest consoles of the 1970s to the cutting-edge machines of the here and now, a line is drawn from one man’s eureka moment to the multi-billion-dollar global industry of today. All the well-known names and massive-selling consoles are here: the Nintendo Entertainment System, the SEGA Mega Drive, the Atari 2600, the Xbox 360, the PlayStation 2. But there’s plenty of room for hardware that many a gamer won’t have heard of before, from Japan-only releases and home computer conversions to ill-advised experiments with VHS and all manner of micro-console magic. Learn about the creators and their inspirations, the games that made the biggest consoles’ eternal reputations, and the failures and flops along the way. Even the consoles that came and went without notable commercial success left a mark, an imprint, on this compelling history – and THE CON50LE unravels it, explains it, one fascinating machine at a time.
An essential guide for marketers and execs wishing to integrate their brands with modern games and esports In Get in the Game: How to Level Up Your Business with Gaming, Esports, and Emerging Technologies, decorated gaming and social media research and marketing executive Jonathan Stringfield delivers a roadmap to understanding and navigating marketing and business integrations into the gaming ecosystem: who plays games (and why), how modern games are created and oriented around the world of esports, and where brands can get involved with modern games. This book explains the breadth and depth of the gaming audience, describing the rapidly changing demographics of modern games and the various motivations gamers have for playing games. It also unpacks the history of gaming and how it has impacted the creative processes and output from the industry. Finally, it offers a practical guide for brands wishing to integrate themselves into new gaming environments, with an emphasis on maximizing success for marketers, developers, content creators, and fans. Get in the Game provides: A thorough introduction to why marketers and executives must pay closer attention to gaming, as well as existing roadblocks to understanding the gaming industry Comprehensive explorations of the psychology and motivations of gaming, and implications towards messaging and brand safety. Practical discussions of gaming as a competitive platform or streaming viewing experience. In-depth examinations of gaming ad placements, deep marketing integrations between companies and games, and future directions for the industry and how it relates to the emergence of the metaverse. Perfect for marketing strategists, brand managers, and Chief Marketing Officers, Get in the Game will also earn a place in the libraries of executives seeking to connect with the misunderstood yet largest segment in consumer entertainment.
Think. Act. Lead. ​It seems simple enough. But understanding your desired impact and how it fits into a larger picture, connecting your work to others and finding new collaborators, and bringing those collaborators together and moving them in a unified direction is never easy. Governments, businesses, and nonprofits all have unique approaches and ideas that many of us learn through our work. Yet, we rarely consider the skills needed to create and maintain the partnerships between them. Most of us learn those skills through trial, error, and often, failure. Worse, we typically stay in our self-reinforcing silos, sharing perspectives and frustrations with like-minded people, limiting our vision of what our work can become. By partnering with other sectors, we combine and adapt approaches to solve complex problems, and leaders in any industry can create large-scale change. Cleveland Justis and Daniel Student share a road map for effective partnerships that increase impact and profitability. Using real-life examples and practice exercises, the authors teach how to acquire and use skills to solve complex problems and propel your organization forward by combining a multitude of perspectives, split into three sections: • Think Like a System • Act Like a Network • Lead Like a Movement It’s time to get out of our silos. Don’t lead alone.
How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. This book takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration.