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Sökning: WFRF:(Zackariasson Peter) > Bokkapitel

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1.
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2.
  • Lindqvist, Katja, et al. (författare)
  • Leadership in Art and Business
  • 2016. - 1
  • Ingår i: Arts and Business : Building a Common Ground for Understanding Society - Building a Common Ground for Understanding Society. - 9781138887442 ; , s. 135-147
  • Bokkapitel (refereegranskat)
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3.
  • Wilson, Timothy, 1938-, et al. (författare)
  • Through the Looking Glass Sharply
  • 2012. - 1
  • Ingår i: The Video Game Industry. - New York, USA : Routledge. - 9780415896528 ; , s. 244-262
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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4.
  • Zackariasson, Peter (författare)
  • Aristotle’s intellectual virtues and Executive Business Education
  • 2012
  • Ingår i: in Wolfgang Amann, Monica Kerretts-Makau, Pio Fenton, Peter Zackariasson and Shiv Tripathi eds. New Perspectives in Management Education. - Manchester : Excel Publishing. - 9789350620151
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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5.
  • Zackariasson, Peter, et al. (författare)
  • Creativity in the Video Game Industry
  • 2010
  • Ingår i: Alessandra M. Corrigan (ed.) Creativity: Fostering, Measuring and Context.. - : Nova Science Publishers. - 9781617280672
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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6.
  • zackariasson, Peter, et al. (författare)
  • Creativity in the video game industry
  • 2010
  • Ingår i: Creativity. - New York : Nova Science Publishers. - 9781616688073 ; , s. 109-120
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In the summer of 1961 an MIT student by the name of Steve „Slug‟ Russell was tinkering with the campus computer. It was not a very complex computer by today‟s standards, but by the standard of that time it was highly complex, not to mention expensive. Steve was exploring the possibilities of that machine - more precisely, trying to demonstrate with an engaging and fun program the capabilities of this machine. And making a game was, in his eyes, the best way to go about it. This creative achievement would not only be the start of Steve‟s career, but also of an industry that, just as in this first game, thrives on creativity and tinkering with computers. The result of Steve‟s tinkering was the video game Spacewar. This game is credited as the first „real‟ video game (Demaria and Wilson 2004, Kent 2001). Despite its crude setup, consisting of two spaceships dueling on a round monitor, it quickly achieved immense popularity. It is said that the game was copied onto most university computers in the USA at that time. The impact of this game grew as more, and more, people saw it, and played it. Nolan Bushnell, for example, was an avid gamer2 of Spacewar, he would later establish the Atari Company. This was one of the first large company developing video games, and it was highly successful in the early days of the video game industry. 
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7.
  • Zackariasson, Peter (författare)
  • Det estetiska hotet
  • 2007
  • Ingår i: Czarniawska, Barbara et al: Organisering kring hot och risk.. - Lund : Studentlitteratur. - 9789144040141 ; , s. 181-194
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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8.
  • Zackariasson, Peter, et al. (författare)
  • EPM in video game development : life amongst lindblomian cyborgs
  • 2005
  • Ingår i: Enterprise project management. - 8178815346
  • Bokkapitel (populärvet., debatt m.m.)abstract
    • The development of a videogame is an artistic endeavor dependent on a number of disciplines, and understanding the creative nature of firms in this industry is tantamount to understanding the "skunk works" of the aerospace industry. Empirical information was collected as an ethnographic study of a game developer with approximately seven years experience in producing videogames. Our EPM observations at this particular firm, and gaming in general, fit into three categories - personnel, which form the foundation of capabilities, management of the primary development project, and leadership.
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9.
  • Zackariasson, Peter (författare)
  • Immersion
  • 2019
  • Ingår i: SCOS searching collectively for our soul / Edited by Thomas Taro Lennerfors & Laura Mitchell.. - : Editoriale Scientifica s.r.l.. - 9788893915540 ; , s. 113-116
  • Bokkapitel (refereegranskat)
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10.
  • Zackariasson, Peter, et al. (författare)
  • Introduction
  • 2012
  • Ingår i: The video game industry. - New York : Routledge. - 9780415896528 ; , s. 1-16
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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  • Resultat 1-10 av 19

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