000 04672nam a22003855i 4500
001 978-1-4302-3352-7
003 DE-He213
005 20140220083229.0
007 cr nn 008mamaa
008 120607s2012 xxu| s |||| 0|eng d
020 _a9781430233527
_9978-1-4302-3352-7
024 7 _a10.1007/978-1-4302-3352-7
_2doi
050 4 _aQA75.5-76.95
072 7 _aUY
_2bicssc
072 7 _aCOM014000
_2bisacsh
082 0 4 _a004
_223
100 1 _aRamsay, Morgan.
_eauthor.
245 1 0 _aGamers at Work
_h[electronic resource] :
_bStories Behind the Games People Play /
_cby Morgan Ramsay.
264 1 _aBerkeley, CA :
_bApress :
_bImprint: Apress,
_c2012.
300 _aXIII, 356 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
520 _a"Gamers at Work is a critical resource for new and experienced business leaders—for anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them." —Peter Molyneux OBE, founder, Lionhead Studios "Gamers at Work explores every imaginable subtlety of the video-game industry through the fascinating stories of those who took the risks and reaped the rewards." —Hal Halpin, president, Entertainment Consumers Association "This is the sort of book that can tear the most hardcore gamers away from their PCs, Macs, or consoles for a few hours of rewarding reading." —North County Times   "Gamers at Work is truly an invaluable resource that's well worth adding to your personal library." —Wii Love It   There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way. Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management. Gamers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile business Featured Entrepreneurs:    Trip Hawkins, Electronic Arts (Madden NFL)  Nolan Bushnell, Atari (Pong)  Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization)  Tony Goodman, Ensemble Studios (Age of Empires)  Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II)  Tim Cain, Troika Games (Arcanum, Vampire: the Masquerade—Bloodlines)  Warren Spector, Junction Point Studios (Disney Epic Mickey)  Doug & Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego)  Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball)  John Smedley, Verant Interactive (EverQuest, PlanetSide)  Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry)  Lorne Lanning, Oddworld Inhabitants (Oddworld)  Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls)  Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear)  Christopher Weaver, Bethesda Softworks (The Elder Scrolls)  Jason Rubin, Naughty Dog (Crash Bandicoot, Uncharted)  Ted Price, Insomniac Games (Spyro, Resistance)     Other books in the Apress At Work Series:  Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston,  978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7
650 0 _aComputer science.
650 1 4 _aComputer Science.
650 2 4 _aComputer Science, general.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781430233510
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4302-3352-7
912 _aZDB-2-CWD
999 _c100311
_d100311