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  • Lingua: Inglese

    Editore: Springer, 2008

    443176822X / 9784431768227

    Serie: Libro 1 di 11 - Agent-Based Social Systems

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    Condizione: Brand New. New. US edition. Expediting shipping for all USA and Europe orders excluding PO Box. Excellent Customer Service.

  • Lingua: Inglese

    Editore: Springer, 2023

    9819913438 / 9789819913435

    Serie: Libro 30 di 38 - Translational Systems Sciences

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    Da: Ria Christie Collections, Uxbridge, Regno UnitoRia Christie Collections

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    Condizione: New. In English.

  • Lingua: Inglese

    Editore: Springer, 2008

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    Hardcover. Condizione: New. ISBN:9784431768227.

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    Condizione: Fine. Number of books: 1 book.

  • Editore: Heibonsha, 1992

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  • Lingua: Inglese

    Editore: Springer, 2023

    9819913411 / 9789819913411

    Serie: Libro 30 di 38 - Translational Systems Sciences

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  • Lingua: Inglese

    Editore: Springer, 2024

    9819913446 / 9789819913442

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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

    9819913411 / 9789819913411

    Serie: Libro 30 di 38 - Translational Systems Sciences

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  • Lingua: Inglese

    Editore: Springer, 2024

    9819913446 / 9789819913442

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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

    9819913411 / 9789819913411

    Serie: Libro 30 di 38 - Translational Systems Sciences

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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

    9819913411 / 9789819913411

    Serie: Libro 30 di 38 - Translational Systems Sciences

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    EUR 263,92

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    Condizione: New. 1st ed. 2023 edition NO-PA16APR2015-KAP.

  • Lingua: Inglese

    Editore: Springer Nature, 2023

    9819913411 / 9789819913411

    Serie: Libro 30 di 38 - Translational Systems Sciences

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    EUR 285,10

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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, 2024

    9819913446 / 9789819913442

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  • Lingua: Inglese

    Editore: Springer, 2023

    9819913411 / 9789819913411

    Serie: Libro 30 di 38 - Translational Systems Sciences

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  • Lingua: Inglese

    Editore: Springer Nature Singapore, Springer Nature Singapore Jun 2024, 2024

    9819913446 / 9789819913442

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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

    9819913411 / 9789819913411

    Serie: Libro 30 di 38 - Translational Systems Sciences

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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

    9819913446 / 9789819913442

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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

    9819913411 / 9789819913411

    Serie: Libro 30 di 38 - Translational Systems Sciences

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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.…

  • Lingua: Inglese

    Editore: Springer, Springer Jun 2024, 2024

    9819913446 / 9789819913442

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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

    9819913411 / 9789819913411

    Serie: Libro 30 di 38 - Translational Systems Sciences

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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

    9819913411 / 9789819913411

    Serie: Libro 30 di 38 - Translational Systems Sciences

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  • Lingua: Inglese

    Editore: Springer, 2023

    9819913411 / 9789819913411

    Serie: Libro 30 di 38 - Translational Systems Sciences

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