Koyama yusuke (26 risultati)

Lingua: Inglese
Editore: Springer, 2008
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Lingua: Inglese
Editore: Springer, 2023
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Condizione: New. In English.
Lingua: Inglese
Editore: Springer, 2008
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Da: Books in my Basket, New Delhi, IndiaBooks in my Basket
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Aggiungi al carrelloHardcover. Condizione: New. ISBN:9784431768227.
The mental history of perspective: How has the human eye perceived space?
Sato Churyo Yujiro Nakamura Kiyoshi Koyama Midori Wakakuwa Nakahara Yusuke Keizo Kamiyoshi
Editore: Heibonsha, 1992
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Da: Sunny Day Bookstore, SINGAPORE, SingaporeSunny Day Bookstore
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Spiritual history of perspective
Sato Churyo Yujiro Nakamura Kiyoo Koyama Midori Wakakuwa Yusuke Nakahara Keizo Kamiyoshi
Editore: Heibonsha, 1992
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Da: Sunny Day Bookstore, SINGAPORE, SingaporeSunny Day Bookstore
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Lingua: Inglese
Editore: Springer, 2023
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Da: Ria Christie Collections, Uxbridge, Regno UnitoRia Christie Collections
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Taschenbuch. Condizione: Neu. History of the Japanese Video Game Industry | Yusuke Koyama | Taschenbuch | Translational Systems Sciences | xii | Englisch | 2024 | Springer | EAN 9789819913442 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. …

Lingua: Inglese
Editore: Springer, 2023
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Da: California Books, Miami, FL, U.S.A.California Books
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Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
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Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets-for PCs, home consoles, arcades, cellular phones and smart phones-and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present.The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were 'interactions'. In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the 'crash of 1983' in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was.Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017.…

Lingua: Inglese
Editore: Springer, 2023
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Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 206,69
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Buch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets-for PCs, home consoles, arcades, cellular phones and smart phones-and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present.The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were 'interactions'. In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the 'crash of 1983' in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was.Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017.…

Lingua: Inglese
Editore: Springer, 2023
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Da: Books Puddle, Woodside, NY, U.S.A.Books Puddle
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Condizione: New. 1st ed. 2023 edition NO-PA16APR2015-KAP.

Lingua: Inglese
Editore: Springer Nature, 2023
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Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books
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Hardcover. Condizione: Brand New. 281 pages. 9.25x6.00x1.00 inches. In Stock.

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Lingua: Inglese
Editore: Springer, 2023
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Da: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand
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Lingua: Inglese
Editore: Springer Nature Singapore, Springer Nature Singapore Jun 2024, 2024
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Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.
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Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets-for PCs, home consoles, arcades, cellular phones and smart phones-and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present.The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were 'interactions'. In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the 'crash of 1983' in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was.Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017. 296 pp. Englisch.…

Lingua: Inglese
Editore: Springer, Berlin|Springer Nature Singapore|Jimbun Shoin|Springer, 2023
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Da: moluna, Greven, Germaniamoluna
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Gebunden. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets-for PCs, home consoles, arcades, cellular phones and smart phones-and it is very difficult to see the complete pictur. …

Lingua: Inglese
Editore: Springer, Berlin|Springer Nature Singapore|Jimbun Shoin|Springer, 2024
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- Print on Demand
Da: moluna, Greven, Germaniamoluna
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EUR 153,73
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Kartoniert / Broschiert. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets-for PCs, home consoles, arcades, cellular phones and smart phones-and it is very difficult to see the complete pictur. …

Lingua: Inglese
Editore: Springer, Springer Jun 2023, 2023
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- Print on Demand
Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 181,89
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Buch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets-for PCs, home consoles, arcades, cellular phones and smart phones-and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present.The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were 'interactions'. In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the 'crash of 1983' in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was.Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017. 296 pp. Englisch.…

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Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000
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EUR 181,89
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Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets¿for PCs, home consoles, arcades, cellular phones and smart phones¿and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present.The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were 'interactions'. In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the 'crash of 1983' in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was.Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 296 pp. Englisch.…

Lingua: Inglese
Editore: Springer, Springer Jun 2023, 2023
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- Print on Demand
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 181,89
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Buch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets¿for PCs, home consoles, arcades, cellular phones and smart phones¿and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present.The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were 'interactions'. In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the 'crash of 1983' in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was.Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 296 pp. Englisch.…

Lingua: Inglese
Editore: Springer, 2023
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Da: Majestic Books, Hounslow, Regno UnitoMajestic Books
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Lingua: Inglese
Editore: Springer, 2023
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Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios
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