Government and the Transformation of the Gaming Industry

As the gambling/gaming industry enters the twenty-first century, it has just emerged from a giddy period of unprecedented expansion yet the future is beginning to look a bit more uncertain. Any growth in the gaming industry is currently ...

Government and the Transformation of the Gaming Industry

During the 1990s the gambling industry transformed its image by referring to itself as the gaming industry . While critics of the industry scoffed at this transformation as merely a meaningless name change, it has had profound effects on the business and public policies that face the newly transformed gaming industry. The book is divided into three parts. The first part focuses on the historical and cultural forces that have shaped the new gaming industry. Emphasis is placed on the two types of games (agon games of skill, and alea games of chance). It is shown that the types of games a society embraces have a significant impact on whether gambling is permitted to enter the mainstream of the entertainment industry. The second part of the book analyzes how each segment (pari mutuel betting, lotteries and casinos) competes in the new industry. The political and social implications of gaming are the focus of the final part, which concludes with a series of recommendations that will enable the industry, public policy officials and anti gambling activists to construct policies that mitigate some of the problems associated with gambling. The book will be of particular interest to students, practitioners and scholars in public policy. It will also be pertinent to readers in economics, political science and business.

The Gaming Industry

... Gibson, Dunn &Crutcher (1996) California Employment Law, Wilcox, by Matthew Bender & Co, Inc. (1999) 2001 California Labor Law Digest, California Chamber of Commerce (2001) The Gaming Industry: Current Legal, Regulatory, ...

The Gaming Industry


The Gaming Industry Daily Report

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The Gaming Industry Daily Report


Video Games

Finally, both in print and online, the authors have selected links to relevant content, such as TED talks, studio addresses and other websites/blogs to help place the book in the wider games' industry community.Interviewees include: Ian ...

Video Games

"Video Games offers a highly visual, example-led introduction to the video game industry, its context and practitioners. Filled with full-color, illustrated interviews and case studies, Bossom and Dunning give insights into the creative processes involved in making games, the global business behind the big budget productions, console and online markets, as well as web and app gaming and the (re)emergence of the indie game scene. Video Games is supported by web-based resources, exemplar work and extended interviews. Finally, both in print and online, the authors have selected links to relevant content, such as TED talks, studio addresses and other websites/blogs to help place the book in the wider games' industry community.Interviewees include: Ian Livingstone, OBE Dylan Beale, Chief Production Officer, Born Ready Games Alex Williams, Head of Games, Miniclip Anna Marsh - Project Manager/ Game Designer Lady Shotgun Aram Bartholl, Digital Artist Peter Molyneux, Founder 22 Cans David Bowman, 3D Artist, Blue Zoo"--

US Nevada Gaming Industry Business Law Handbook

Does the applicant have ownership interests of any kind or nature in any of the competitor companies in the gaming industry? 7. What would the result of the multiple licensing be of the percentage of interest of the applicant to ...

US Nevada Gaming Industry Business Law Handbook

Nevada Gaming Industry Business Law Handbook - Strategic Information and Basic Laws

Gender Considerations and Influence in the Digital Media and Gaming Industry

Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Gender Considerations and Influence in the Digital Media and Gaming Industry

Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Gender Divide and the Computer Game Industry

"This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.

Gender Divide and the Computer Game Industry

"This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.

Russia Gaming Industry Investment and Business Guide Volume 1 Strategic Information and Regulations

In Russia on 01.01.2006, out of 412,885 registered sites gambling is only 8 cass sweepstakes and about 60 gaming tables for ... The basis of any transaction in the gaming industry is to determine the outcome of the game according to the ...

Russia Gaming Industry Investment and Business Guide Volume 1 Strategic Information and Regulations

Russia Gaming Industry Investment and Business Guide - Strategic and Practical Information

Michael Pollock s Gaming Industry Observer

DIRECTORY OF AFFILIATES c-mums GRouP Intelligence for the Gaming Industry. ... Online www casmodataonhne com Casino Data Online is an independent secure online financial and gaming performance reporting and benchmarking solution ...

Michael Pollock s Gaming Industry Observer


The Gaming Industry in 1995

The Gaming Industry in 1995


Video Game Law

Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance.

Video Game Law

Video Game Law is aimed at game developers and industry professionals who want to better understand the industry or are in need of expert legal guidance. Given the rise in international competition, the increasing complexity of video game features, and the explosive growth of the industry in general, game developers can quickly find themselves in serious trouble, becoming vulnerable to copyright infringement claims, piracy, and even security breaches. Not every vid- eo game company has the financial resources to retain in-house counsel – Video Game Law addresses many of the common pitfalls, legal questions, and scenarios facing the industry. S. Gregory Boyd, Brian Pyne and Sean F. Kane, the most prominent,sought after, and respected video game attorneys in the country, break down the laws and legal concepts that every game developer and industry professional needs to know to better protect their game and grow their company.

US Gaming Industry Investment and Business Guide Volume 2 Indian Reservations Casino Gaming

Senior Research Analyst Nevada Gaming Commission and State Gaming Control Board t. ... Expert on the growth of the gaming industry in Tunica, Miss., and in the state of Mississippi Don Holecek, Ph.D. Professor Emeritus Tourism Center, ...

US Gaming Industry Investment and Business Guide Volume 2 Indian Reservations Casino Gaming

2011 Updated Reprint. Updated Annually. US Gaming Industry Investment and Business Guide

Ultimate Gamer Career Mode

Think you have the skills to compete in eSports tournaments, or do you need some tips on getting good? This book will give you the know-how on making it big in all areas of the gaming industry!

Ultimate Gamer  Career Mode

Take your gaming skills beyond the screen in Ultimate Gamer: Career Mode—the ultimate handbook to becoming a game developer, Twitch streamer, or the next eSports pro! Learn how to storyboard, code, and test games, just like your favourite devs, or boost your Twitch subs by learning how to go pro. Written by Craig Steele—who has led gaming workshops at Resonate and Insomnia—this book will give you the low down on the coolest jobs in the gaming industry.

Breaking Out of the Games Industry

Regardless, sometimes making a big career move like the one Ish made comes involuntarily. Certainly we see this in the games industry with layoff pizza parties and the like. Whether this happens in other industries I can't say, ...

Breaking Out of the Games Industry

This book offers a perspective into a phenomenon becoming more and more common: AAA developers ‘going indie’. Written through the personal story of the author finding his way into the AAA games space, only to retreat back to indie games and consulting work and finding a new-old life making games for himself, and finding fulfillment in doing so. It is both a word of warning to creatives seeking a corporation and a call for disillusioned developers to break free and do something wild, creative, and unexpected. It is critical of common industry issues such as structural crunch, health issues, work life balance, and more, but is also a personal story of mismatched needs in doing creative work. Key Features Under-explored viewpoint of the games industry, someone who worked for years to ‘break in’, then worked for years to ‘break out’. Offers a unique look at making an indie game life both financially and mentally feasible. Encourages developers sitting on the fence to take the plunge.

Cultural Policy and East Asian Rivalry

This book looks at the impact of the lack of cultural policy on creative industries.

Cultural Policy and East Asian Rivalry

Cultural Policy and East Asian Rivalry is an exploration of the market, challenges and competition in the Hong Kong gaming industry in relation to a wider Chinese and East Asian context. This book looks at the impact of the lack of cultural policy on creative industries.

Inside the Video Game Industry

There are a number of different themes in this set of interviews, but notably they are united in how they reveal the extent to which the game industry is fueled by (if not founded on) stress. Every job has its anxieties and fatigue, ...

Inside the Video Game Industry

Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www.routledge.com/9780415828284.

Careers in the Computer Game Industry

PI 245 ბაააააააა ס ססס ל CHAPTER 3 THE ROLE OF GAME TESTERS alo OOOOOOO his entry - level job might be the most misunderstood position in the entire computer game industry . The common misconception about the role of game ...

Careers in the Computer Game Industry

Provides an overview of the professional opportunities in the computer game industry, discusses educational requirements, and includes information on responsibilities and employment outlook.

Phoenix IV

Now in its fourth edition, the text has been completely rewritten and updated to include videogame history through 2015.

Phoenix IV

Since its debut in 1994 as the first serious book about videogame history, Phoenix has been regarded worldwide as the Bible of videogame history by professionals and fans alike. Now in its fourth edition, the text has been completely rewritten and updated to include videogame history through 2015. Illustrated with over 1000 photos from Atari to Zeebo, Pong to PlayStation, and arranged chronologically, Phoenix remains the first place to start any study of gaming history.