Gotta Catch All the TV Shows


Book Description

This title looks at the multiple TV series from the Pokémon franchise and gives information related to behind the scenes, their releases, and the impact they have had on the industry. This hi-lo title is complete with vibrant photographs, simple text, glossary, and an index. Aligned to Common Core Standards and correlated to state standards. Fly! is an imprint of Abdo Zoom, a division of ABDO.




Gotta Catch All the Movies


Book Description

This title looks at the movies from the Pokémon franchise and gives information related to behind the scenes, their releases, and the impact they have had on the industry. This hi-lo title is complete with vibrant photographs, simple text, glossary, and an index. Aligned to Common Core Standards and correlated to state standards. Fly! is an imprint of Abdo Zoom, a division of ABDO.




Cultural Barriers to the Success of Foreign Media Content


Book Description

What media content attracts audiences across cultures and what does not? What does the cross-cultural audience demand depend on? The author takes a new approach to understanding cultural barriers to the success of foreign media content by analyzing the entry strategies of Time Warner, Disney, Viacom, News Corporation, and Bertelsmann with regard to China, India, and Japan in terms of their respective localization efforts. In-depth interviews with companies' representatives give an insight into how they view the need for locally-produced media in these countries. The author develops and employs the Lacuna and Universal Model that provides a new theoretical classification of reasons for the cross-cultural success and failure of media content, as well as the Vertical Barrier Chain that locates cultural barriers in the wider context of legal, political, and economic barriers to successful entry into foreign media markets.




The Art of Game Design


Book Description

The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.




Shift to the Future


Book Description

Publisher description




The Creative Writer's Companion


Book Description

Whether you're sitting on one blockbuster idea or half a dozen bright possibilities, The Creative Writer's Companion will help you parlay what you've created into the widest number of outlets. You'll learn how your plot and characters can become a book, a movie, a television show, or even a cartoon strip, and how limiting your queries to just one of those industries can hamper your project's ultimate success. Corwin will show you how to get your ideas into the hands of decision makers, explain how proposals get noticed, and divulge tips on presentation and packaging both ideas and written material. The world of media is hungry for content, and there are more opportunities than ever to place your work. The Creative Writer's Companion will give you the inspiration and the strategies you need to turn your ideas into product.




The Shifting Definitions of Genre


Book Description

Histories of science fiction often dicuss Fritz Lang's Metropolis as a classic work within the genre--yet the term "science fiction" had not been invented at the time of the film's release. If the genre did not have a name, did it exist? Does retroactive assignment to a genre change our understanding of a film? Do films shift in meaning and status as the name of a genre changes meaning over time? These provocative questions are at the heart of this book, whose thirteen essays examine the varying constructions of genre within film, television, and other entertainment media. Collectively, the authors argue that generic labels are largely irrelevant or even detrimental to the works to which they are applied. Part One examines the meanings of genre and reveals how the media is involved in the production and dissemination of generic definitions. Part Two considers specific films (or groups of films) and their relationships within various categorizations. Part Three focuses on the closely tied concepts of history and memory as they relate to the perceptions of genre.




Adweek


Book Description

Vols. for 1981- include four special directory issues.




Sociolinguistics and Language Education


Book Description

This book provides an up-to-date overview of sociolinguistics, including topics of nationalism and popular culture, style and identity, creole languages, critical language awareness, multimodal literacies, classroom discourse, ideologies and power, across language education contexts ranging from the teaching of English as an international language to Indigenous language revitalization.




The Walking Dead Deluxe #99


Book Description

SOMETHING TO FEAR continues! The unthinkable happens as we all gear up for next month's monumental issue #100!Ê