• Complain

Morgan Ramsay - Gamers at Work: Stories Behind the Games People Play

Here you can read online Morgan Ramsay - Gamers at Work: Stories Behind the Games People Play full text of the book (entire story) in english for free. Download pdf and epub, get meaning, cover and reviews about this ebook. publisher: Apress®, genre: Business. Description of the work, (preface) as well as reviews are available. Best literature library LitArk.com created for fans of good reading and offers a wide selection of genres:

Romance novel Science fiction Adventure Detective Science History Home and family Prose Art Politics Computer Non-fiction Religion Business Children Humor

Choose a favorite category and find really read worthwhile books. Enjoy immersion in the world of imagination, feel the emotions of the characters or learn something new for yourself, make an fascinating discovery.

Morgan Ramsay Gamers at Work: Stories Behind the Games People Play
  • Book:
    Gamers at Work: Stories Behind the Games People Play
  • Author:
  • Publisher:
    Apress®
  • Genre:
  • Rating:
    3 / 5
  • Favourites:
    Add to favourites
  • Your mark:
    • 60
    • 1
    • 2
    • 3
    • 4
    • 5

Gamers at Work: Stories Behind the Games People Play: summary, description and annotation

We offer to read an annotation, description, summary or preface (depends on what the author of the book "Gamers at Work: Stories Behind the Games People Play" wrote himself). If you haven't found the necessary information about the book — write in the comments, we will try to find it.

Morgan Ramsay: author's other books


Who wrote Gamers at Work: Stories Behind the Games People Play? Find out the surname, the name of the author of the book and a list of all author's works by series.

Gamers at Work: Stories Behind the Games People Play — read online for free the complete book (whole text) full work

Below is the text of the book, divided by pages. System saving the place of the last page read, allows you to conveniently read the book "Gamers at Work: Stories Behind the Games People Play" online for free, without having to search again every time where you left off. Put a bookmark, and you can go to the page where you finished reading at any time.

Light

Font size:

Reset

Interval:

Bookmark:

Make
Gamers at Work Stories Behind the Games People Play Copyright 2012 by Morgan - photo 1

Gamers at Work: Stories Behind the Games People Play

Copyright 2012 by Morgan Ramsay

All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher.

ISBN-13 (pbk): 978-1-4302-3351-0

ISBN-13 (electronic): 978-1-4302-3352-7

Printed and bound in the United States of America 9 8 7 6 5 4 3 2 1

Trademarked names may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, we use the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

President and Publisher: Paul Manning
Acquisitions Editor: Michelle Lowman
Lead Editor: Jeffrey Pepper
Editorial Board: Steve Anglin, Mark Beckner, Ewan Buckingham, Gary Cornell,
Morgan Ertel, Jonathan Gennick, Jonathan Hassell, Robert Hutchinson, Michelle
Lowman, James Markham, Matthew Moodie, Jeff Olson, Jeffrey Pepper, Douglas
Pundick, Ben Renow-Clarke, Dominic Shakeshaft, Gwenan Spearing, Matt
Wade, Tom Welsh
Coordinating Editor: Rita Fernando
Copy Editor: Marilyn Smith
Compositor: Mary Sudul
Indexer: BIM Indexing & Proofreading Services
Cover Designer: Anna Ishchenko

Distributed to the book trade worldwide by Springer-Verlag New York, Inc., 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax 201-348-4505, e-mail .

For information on translations, please contact us by e-mail at .

Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk SaleseBook Licensing web page at http://www.apress.com/info/bulksales.

The information in this book is distributed on an as is basis, without warranty. Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work.

For those whose lack of faith
never failed to push me forward.

Contents
Foreword

The worldwide video-game industry is in a state of enormous flux. Vast budget opuses, such as Activision's Call of Duty, sit alongside mobile phone games created by tiny two-man teams. We work in an industry that is more diverse than everan industry that is appealing to an ever-broadening and growing mass market. Could we see a day when people interact with computer games as much as they do with television? Could we see a day when the framework of a game helps us cross a cultural divide? These thoughts would have seemed crazy five years ago, but they now appear certain to become realities. Video games are in the most exciting place they have ever been right now.

I have been lucky enough to see this industry go through many, many changes, starting with those early days at Bullfrog Productions, when two of us created a game called Populous on a shoestring, through to setting up Lionhead Studios and selling the company to Microsoft. Along the way, there have been many good times and a few bad ones, too. Therefore, I could really empathize on a personal level with the experiences and stories documented in this book.

As I read this book, I realised that this is the first time that a history of the video-game industry has been told through the personal stories of the entrepreneurs who pushed the business forward. Many of the people featured came from humble beginnings with only passion to drive them. Most experienced highs and lows, while all had their shares of good and bad luck. What incredible journeys we all have had! No mountain is too high to climb. Every challenge can be overcome.

Gamers at Work is a critical resource for new and experienced business leadersfor anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them.

Peter Molyneux
Creative Director
Microsoft Studios Europe

About the Author

Morgan Ramsay is a serial entrepreneur and author whose companies have served the defense and entertainment industries. Currently, he is the founder, president, and chief executive officer at Entertainment Media Council, the first and only association for entrepreneurs, C-level executives, and senior managers in the video-game industry.

For seven years, Ramsay was the founder, president, and chief executive officer at Heretic, where he led initiatives that recognized men and women of the armed forces on behalf of the President of the United States of America, and launched technologies and services for clients ranging from the nonprofit and small business to the Fortune Global 500.

As the author of Gamers at Work, Ramsay has interviewed the world's most successful entrepreneurs in the video-game industry, including Atari cofounder Nolan Bushnell, Electronic Arts founder Trip Hawkins, and Sierra On-Line cofounder Ken Williams. Gamers at Work was introduced by Lionhead Studios founder Peter Molyneux OBE.

Ramsay serves as a member of the Business Council at the Poway Center for the Performing Arts Foundation, and as a strategy, marketing, and technology advisor to the boards of directors at Coronado Promenade Concerts and San Diego Filmmakers. He has also served as vice chairman at the International Game Developers Association of San Diego.

He holds a bachelor's degree in Communication from University of Phoenix, and also received education in nonprofit management; event planning; advertising, marketing, and merchandising; and retailing from Chapman University, San Diego State University, and Palomar College.

Acknowledgments

I would first like to thank my father, an inveterate and pioneering hardware engineer, for putting up with my enthusiasm for the entertainment software business. Of course, I would like to thank my mother, a former professional athlete and coach, for teaching me the importance of discipline, persistence, and restraint; and my sister for showing me that compassion and idealism are traits one should never lose.

A tip of the hat to the busy entrepreneurs who volunteered their time to this project and shared their wonderful and often humorous stories with me. I was privileged to investigate their ventures, as well as their personal and family lives. I also want to specially thank Peter Molyneux for graciously writing the foreword. In grand tradition, I wish them luck as they boldly continue to break new ground. Without their support and commitment, this anthology would have never been possible.

Thank you, Jeffrey Pepper, for going above and beyond the call of duty; Steve Anglin, for giving a first-timer a chance; Michelle Lowman and Kelly Moritz, and Rita Fernando, for keeping the project on track within its particular constraints; and the entire Apress team for the opportunity to address the challenges of entrepreneurship in this time-honored format.

I would recognize many people for their time, insight, and/or willingness to make introductions: Al Lowe, Alan Wasserman, Andy Schatz, Brenda Brathwaite, Casey Wardynski, Cathy Campos, Cory Ondrejka, David Edery, David Perry, Doug Whatley, Erin Hoffman, Gabe Newell, Genevieve Waldman, Greg Zeschuk, Greta Melinchuk, Guy Kawasaki, Hal Halpin, Ian Bogost, Jane Cavanagh, Jason Della Rocca, Jason Kay, Jeff Braun, Jim Buck, John Romero, Joseph Olin, Justin Berenbaum, Kellee Santiago, Ken Dopher, Kristina Kirk, Mark Friedler, Matt Shores, Megan Tiernan, Mike Capps, Mike Morhaime, Nancy Carlston, Pam Pearlman, Randy Pitchford, Raph Koster, Ray Muzyka, Richard Bartle, Rodolfo Rosini, Sam Ford, Shon Damron, Sue Coldwell, Suzanne Goodman, Tawnya Barrett, and Tim Schafer.

Next page
Light

Font size:

Reset

Interval:

Bookmark:

Make

Similar books «Gamers at Work: Stories Behind the Games People Play»

Look at similar books to Gamers at Work: Stories Behind the Games People Play. We have selected literature similar in name and meaning in the hope of providing readers with more options to find new, interesting, not yet read works.


Reviews about «Gamers at Work: Stories Behind the Games People Play»

Discussion, reviews of the book Gamers at Work: Stories Behind the Games People Play and just readers' own opinions. Leave your comments, write what you think about the work, its meaning or the main characters. Specify what exactly you liked and what you didn't like, and why you think so.