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大前研一「新?商業模式」的思考:可口可樂、任天堂、Uber、Canon……如果?是社長,?會怎麼做? 大前研一「ビジネスモデル」の教科書【電子書籍】[ 大前研一 ]
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<p>世界級管理大師大前研一親自傳授</p> <p>創造全新商業模式的秘訣!</p> <p>日本BBT大學超高人氣課程首度結集出書!</p> <p><strong>●<strong><strong>可口可樂</strong></strong>如何面對健康風潮下逐漸萎縮的?酸飲料市場?</strong></p> <p><strong>●<strong><strong>Lawson</strong></strong>在超商戰國時代中要****怎麼擬定「成長戰略」?</strong></p> <p><strong>●<strong><strong>Uber</strong></strong>該如何處理因急速成長所帶來的痛苦?</strong></p> <p><strong>●<strong><strong>任天堂</strong></strong>怎樣做才能在手遊時代再度成為遊戲界霸主?</strong></p> <p><strong>●<strong><strong>Canon</strong></strong>相機成長停滯,該如何轉換方向****開展新事業?</strong></p> <p><strong>●<strong><strong>小米</strong></strong>手機要如何從中國走向國際,拿下世界第一?</strong></p> <p><strong>●****外食?業龍頭ZENSHO怎麼做才能從「血汗公司」的形象中復活?</strong></p> <p><strong>●<strong><strong>日本最大食譜社群網站</strong></strong>Cookpad****在穩定成長後該如何進一?提升收益?</strong></p> <p><strong>●<strong><strong>日本經濟新聞社</strong></strong>怎樣才能讓「併購」發揮最大的相乘效果?</strong></p> <p><strong>●<strong><strong>Airbnb</strong></strong>在「法規限制」與「成長」的兩難中要如何取得平衡?</strong></p> <p><strong>●<strong><strong>宜得利</strong></strong>在「最高收益」的那一刻最該放手一搏的是?</strong></p> <p><strong>●<strong><strong>市占率全球第一的</strong></strong>島精機製作所****要怎樣才能贏過中國,穩坐龍頭寶座?</strong></p> <p>本書是世界五大管理大師、趨勢專家大前研一在日本BBT大學的熱門課程精華結集。不同於多數知名商學院還在用早已過時的陳年案例作討論,大前研一著眼在「現在進行式」的個案,引導讀者深入思考:如果?是這家公司的經營者,?會如何解決公司所面臨的問題?</p> <p><strong>他挑選出十二家老牌和新興企業「沒有標準答案」的經營課題,傳授讀者從如何蒐集資訊到</strong>**「分析、研究、下結論」的技術****,他並****針對?一個個案提出自己的戰略建議,在在顯示出大師過人的眼光與獨到的見解。**</p> <p>大前研一?:「在?個重要時刻,?是否具有決斷力,在?的人生中會愈來愈重要!」透過本書,?將可以用最少的代價學會「大前流」的思考方法,掌握關鍵決斷力,成為各行各業最搶手的人才!</p> <p>作者介紹?</p> <p><strong>大前研一</strong></p> <p>商業突破大學(Business Breakthrough University)股?有限公司代表取締役社長、商業突破大學校長。</p> <p>1943年生於日本福岡縣。早稻田大學理工學院畢業,東京工業大學研究所原子核工學碩士,麻省理工學院原子力工學博士。曾任日立製作所原子力開發部工程師,1972年進入麥肯錫顧問公司,?任總公司資深董事、日本分公司社長、常務理事、亞洲太平洋地區會長。1994年離開麥肯錫後,以建言者的身分活躍於世界各大國家和企業,並以全球觀點及大膽創見,持續提出創新的建議。</p> <p>2005年創立商業突破大學研究所,開設日本第一個MBA遠距教學課程。2010年成立商業突破大學經營學部,並擔任校長,傾力培育肩負日本未來重責的人才。</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,091円
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電玩遊戲進化史【圖解漫畫版】:從?遊、RPG、任天堂到VR,回味玩心設計大躍進的魅力指南 Gamish: A Graphic History of Gaming【電子書籍】[ 愛徳華.羅斯(Edward Ross) ]
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<p><strong>我們為什麼瘋玩遊戲</strong>**?!**</p> <p><strong>從瑪利歐</strong>**、<strong><strong>小精靈</strong></strong>、<strong><strong>俄羅斯方塊</strong></strong>、<strong><strong>音速小子</strong></strong>、<strong><strong>寶可夢</strong></strong>、**</p> <p><strong>Minecraft</strong>**、<strong><strong>魔獸世界</strong></strong>、<strong><strong>薩爾達傳?</strong></strong>、<strong><strong>古墓奇兵</strong></strong>、<strong><strong>刺客教條</strong></strong>……**</p> <p><strong>電玩是誰發明的??些Game狂吸37億人入坑無法自拔?</strong></p> <p><strong>是什麼讓遊戲如此特別?讓我們爆肝?迷其中!</strong></p> <p><strong>寫給電玩的情書,送給37****億玩家最完美的讀物!</strong></p> <p><strong>超級電玩迷+專業漫畫家=最到位的電玩遊戲史!</strong></p> <p><strong>7<strong><strong>大主題,300</strong></strong>多款電玩遊戲大探險</strong></p> <p><strong>腦洞大開,入門遊戲大世界</strong></p> <p>**?**<strong>是回味,更因此看?玩心設計</strong> <strong>?</strong></p> <p>**?**<strong>入圍2021年英國圖書設計與製作獎(British Book Design and Production Award)──圖像小?類</strong></p> <p><strong>?<strong><strong>2020</strong></strong>年OPENBOOK好書獎《看?好電影的快樂指南》作者最新力作</strong></p> <p>「一封寫給各式遊戲的情書──從棋盤?遊到RPG角色扮演遊戲,再到VR及電玩遊戲。對於遊戲迷來?,這是一本完美的讀物。對於剛接觸遊戲的人來?,這是完美的入門書。」──《蘇格蘭人報》</p> <p>「本書引人入勝,為玩家提供見解,為不玩遊戲的人提供?示。」──英國犯罪小?天后薇兒?麥克徳米 Val McDermid</p> <p>「作者以色彩柔和的視覺漫畫敘事,不只探索遊戲史的時間軸發展,更?括電玩的製造史與消費文化。」──英國《衛報》電玩編輯基斯?史都華 Keith Stuart</p> <p><strong>?第一本電玩遊戲史,問出許多大哉問</strong></p> <p>《戰斧》、《模擬市民》、《戰慄時空》、Mega Drive、N64、Xbox 360……跟全世界青少年一樣,作者在這些電玩與迷人遊戲主機的陪伴下成長。多年後,他開始思考:是什麼讓遊戲如此特別?我們為何玩遊戲?讓遊戲對我們造成了什麼影響?遊戲又是從何而來?我們為何不惜爆肝只想一直玩下去?遊戲如何塑造我們生活的世界?又是否助長了校園暴力?</p> <p><strong>?<strong><strong>7</strong></strong>大主題,介紹<strong><strong>300</strong></strong>多款經典遊戲</strong></p> <p>愛畫漫畫讓作者愛徳華?羅斯試著結合他對電玩的熱情,完成這本充滿魅力和深度的遊戲圖像史,帶我們深入遊?電玩遊戲的演化過程。1950 年代是?些先驅開發了第一代電玩?1970 年代又是?些眼光獨具的玩家看到遊戲商機,用街機一舉大獲成功,以一枚硬幣讓人靈魂出竅?瑪利歐,如何在宮本茂的手中,因為角色和故事的塑造,成為史上最成功的遊戲IP?1988 年如何來到?史新高潮,出現瑪利歐與音速小子的首次交鋒?書中以7大主題──1.我們為何開始玩、2.電玩迅速崛起、3.變身的愉悦、4.遊玩的空間、5.「抉擇」決定命運、6.遊戲與現實、7.遊戲結束,探索背後的關鍵人物和政治背景,從熱賣大作到引人入勝的獨立遊戲,畫成了一封寫給全球超過 37 億人痴迷的情書。</p> <p><strong>?不只回味,更看?玩心設計的魅力邏輯</strong></p> <p>什麼是變身的愉悦?如何觸發大腦的雙模態神經元,就能身?其境,?生本體感覺?我們如何透過鏡象神經元與本體感覺,與角色合而為一?遊戲最レイ害之處,不只在於讓我們變身,更讓我們?浸,這樣的效果如何做到?關於玩心設計的進展與背後心理學,透過關鍵的評論家引文,一一?露。</p> <p>**?<strong><strong>更深刻的人文關懷</strong></strong>&**<strong>思考</strong></p> <p>遊戲中充滿了性別與種族的刻板印象?女性英雄的臀搖和乳搖,都是設計來吸引直男玩家?遊戲設計師也有反思,透過遊戲《憂鬱症探訪》、《生活大日常》、《癌症似龍》帶?經?他人的人生,?生移情,解放思維?一遊戲一世界,《薩爾達傳?》、《刺客教條》、《愛麗絲驚魂記》如何讓我們只要按下開關,就能滿足各式好奇冒險心?電玩消費其實與犯罪率無關?南韓和日本如何用最低犯罪率顛覆這些成見?真正的戰爭如何染上電玩感,讓無人機駕駛員?:這就像在打電動?2018年世界衛生組織將遊戲失調認證為疾病,但心理學家卻認為?頭也許是其他潛在健康問題的代罪羔羊?或樂觀以對,電玩甚至可能成為數位時代的自我藥療?上百名玩家瘋狂抓寶齊聚一堂,我們的生活與慾望竟如此地被遊戲的誘惑力驅動著?是成長?是失控?是潛力?是逃避?等待?來探索。</p> <p>?<strong>玩家<strong><strong>18</strong></strong>人一致按讚推薦</strong></p> <p>徐人強──《電腦玩家》/《舊遊戲時代》雜誌社長─導讀</p> <p>6tan/實況主</p> <p>Brian/OPUS 系列遊戲製作人</p> <p>ET 林家弘/《拳皇XIV》EVO 世界冠軍</p> <p>Lucien Chen│King - Candy Crush 系列資深遊戲設計師師、前 PlayStation、EA 遊戲設計師、遊戲設計中藥舖專欄作家</p> <p>Section/電競主播&電玩實況主</p> <p>小高/可樂農莊?遊店長</p> <p>王振?/實踐大學資訊模擬與設計學系主任</p> <p>朱宥勳/作家</p> <p>朱家安/哲學作家、魂系玩家</p> <p>低分少年/電玩?史研究者、Youtuber</p> <p>吹著魔笛的浮士徳/遊戲情報部落格主、知名遊戲評論人</p> <p>拾元/udn遊戲角落專欄作家、重度玩家</p> <p>范丙林/國立臺北教育大學 數位科技設計學系(含玩具與遊戲設計碩士班)教授兼研發長</p> <p>張少濂/迷走工作坊創?人</p> <p>厭世?/魂系玩家</p> <p>魯蛋/知名資深遊戲實況主</p> <p>龍?大王/FB粉絲頁「龍?大王通信」版主</p> <p><strong>作者/譯者簡介</strong></p> <p><strong>作者簡介</strong></p> <p><strong>愛徳華</strong>**?**<strong>羅斯(Edward Ross)</strong></p> <p>英國愛丁堡的漫畫家、作家和插畫家。曾與 James Hall 博士合作,為大學、博物館、慈善機構與研究機構創作出許多科學主題漫畫,並經常開?漫畫課程及創作工作坊。</p> <p>愛徳華很早就對電影和漫畫?生了濃厚的興趣,直到在大學主修電影後,他便設法將這兩種興趣結合起來,創作出版了漫畫作品《看?好電影的快樂指南》(Filmish: A Graphic Journey through Film),深受影迷和學術界的歡迎,這本書獲得了 YASLA 2017 年青少年圖畫小?獎,以及獲選為2020年台灣 Openbook 好書獎-年度生活書,並已被翻譯成八種語言。</p> <p>從第一次?動哥哥的舊 Atari ST 電腦以來,他便迷上了電玩遊戲。多年後,他開始思考:是什麼讓遊戲如此特別?我們為何玩遊戲?遊戲對我們造成了什麼影響?遊戲又是從何而來?</p> <p>這些疑惑造就了《電玩遊戲進化史》(Gamish: A Graphic History of Gaming),以漫畫形式探索了遊戲的驚人?史。這本書是一封寫給各式遊戲的情書,闡明了遊戲為何令我們著迷並吸引我們。</p> <p><strong>譯者簡介</strong></p> <p><strong>劉鈞倫</strong></p> <p>三?打格鬥三人組,七?甫獲Game Gear,八?而知瑪利歐64。</p> <p>輔大哲學系?電影藝術研究社畢,躬逢?遊盛世,並與世界一同成為魂系玩家。</p> <p>現任出版社編輯、《舊遊戲時代》特約譯者。</p> <p>斧正請由:<a href="mailto:gotomagicclub@gmail.com">gotomagicclub@gmail.com</a></p> <p><strong>目次</strong></p> <p><strong>CH1</strong> <strong>我們為何開始玩?</strong></p> <p>keyword:約翰?赫伊津哈|《遊戲人》|土耳其行棋魁儡|恩尼格瑪密碼機|圖靈測試……</p> <p>classic:???、播棋、塞納特棋、十字戲、蛇梯棋、擲骨占卜、井字遊戲、象棋、將棋、西洋棋……</p> <p><strong>CH2</strong> <strong>電玩迅速崛起</strong></p> <p>keyword:PDP-1|Magnavox Odyssey|雅達利|心流|Fiero 情懷|任天堂|岩谷徹|宮本茂|Game & Watch|Famicom / NES|SEGA|Mega Drive……</p> <p>classic:《大腦柏蒂》、《雙人網球》、《太空戰爭!》、《??球》、《?》、《打磚塊》、《太空侵略者》、《小蜜蜂》、《小精靈》、《大金剛》、《超級瑪利歐》、《薩爾達傳?》、《密特羅徳》、《音速小子》……</p> <p><strong>CH3</strong> <strong>變身的愉悦</strong></p> <p>keyword:控制器|鏡象神經元|本體感覺|種族本画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,862円
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The Legend of Zelda - Encyclopedia【電子書籍】[ Nintendo ]
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<p>Nachdem wir 2013 das erste Zelda-Artbook Hyrule Historia und 2017 Art & Artifacts zu uns nach Deutschland geholt haben, feiern wir nun mit der The Legend of Zelda ? Encyclopedia den kr?nenden Abschluss einer beeindruckenden Trilogie! Bereits ein Blick reicht aus, um sich von dem enormen Fundus an Informationen zu Items, Monstern, Charakteren, Hintergrundinformationen, dem Aufbau der Welten und Skizzen mitrei?en zu lassen. Dieses einzigartige Nachschlagewerk in vollfarbiger Ausstattung und Hardcover wird ? wie bereits schon seine Vorg?nger ? die Herzen seiner Besitzers h?herschlagen lassen und ein absolutes Highlight in jeder Sammlung sein!</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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3,200円
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Ask Iwata Words of Wisdom from Satoru Iwata, Nintendo's Legendary CEO【電子書籍】[ Satoru Iwata ]
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<p>Satoru Iwata was the global president and CEO of Nintendo and a gifted programmer who played a key role in the creation of many of the world’s best-known games. He led the production of innovative platforms such as the Nintendo DS and the Wii, and laid the groundwork for the development of the wildly successful <em>Pok?mon Go</em> game and the Nintendo Switch. Known for his analytical and imaginative mind, but even more for his humility and people-first approach to leadership, Satoru Iwata was beloved by game fans and developers worldwide.</p> <p>In this motivational collection, Satoru Iwata addresses diverse subjects such as locating bottlenecks, how success breeds resistance to change, and why programmers should never say no. Drawn from the “Iwata Asks” series of interviews with key contributors to Nintendo games and hardware, and featuring conversations with renowned <em>Mario</em> franchise creator Shigeru Miyamoto and creator of <em>EarthBound</em> Shigesato Itoi, <em>Ask Iwata</em> offers game fans and business leaders an insight into the leadership, development, and design philosophies of one of the most beloved figures in gaming history.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,672円
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The Legend of Zelda ? Breath of the Wild ? Master Works【電子書籍】[ Nintendo ]
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<p>Nach der legend?ren Zelda-Artbook-Trilogie folgt mit Breath of the Wild ? Master Worksdas ultimative Nachschlagewerk zum RPG-Game f?r die Nintendo-Switch und WiiU. Auf ?ber 420 Seiten begleiten wir den Helden Link auf seinem Abenteuer durch Hyrule, einem K?nigreich, das alle 100 Jahre von der "Verheerung Ganon" heimgesucht wird. Wundersch?ne Illustrationen, Charakterbeschreibungen, Erl?uterungen zu den Schaupl?tzen und aufschlussreiche Interviews mit den Masterminds Eiji Aonuma, Takumi Wada, Satoru Takizawa und Hidemaro Fujubayashi machen dieses Werk einfach unverzichtbar f?r alle Zelda-Fans. Auch dieses Schmuckst?ck kommt mit Hardcover, Spotlack-Veredelung und in vollfarbiger Ausstattung ? ein echtes Highlight in jeder Sammlung!</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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3,200円
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Nintendo DS Architecture Architecture of Consoles: A Practical Analysis, #14【電子書籍】[ Rodrigo Copetti ]
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<p>This console is an interesting answer to many needs that weren't possible to fulfil in the handheld ecosystem. There will be some innovation and a few compromises, but this combination may pave the way for new and ingenious content.</p> <p><strong>Architecture of Consoles: A Practical Analysis</strong></p> <p>Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.</p> <p>This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!</p> <p><strong>About this edition</strong></p> <p>This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.</p> <p>While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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500円
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The Art of Super Mario Odyssey【電子書籍】[ Nintendo ]
楽天Kobo電子書籍ストア
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<p>Super Mario Odyssey f?r die Nintendo Switch eroberte 2017 die Herzen der Gamer weltweit im Sturm. Blicke nun hinter die Kulissen seiner Entwicklung! Odyssey besticht durch innovatives Gameplay und unvergleichliches Leveldesign, ohne seine lange Mario-Historie, die bis in die 8-Bit-?ra zur?ckreicht, zu verbergen. Erfahre, wie Marios Partner Cappy entstanden ist, erhalte Einblicke in die Gestaltung aller erkundbaren L?nder und die Entwicklung von neuen Outfits, mit denen unser Lieblingsklempner in diverse Rollen schl?pfen kann. Auf den rund 370 vollfarbigen Seiten erm?glichen Skizzen von Ideen, die es nicht ins Spiel geschafft haben, sowie eine Auswahl an Marketing-Material ganz neue Eindr?cke. Diese Kompilation macht The Art of Super Mario Odyssey zum Spiegel eines der pr?gendsten Nintendo-Franchisings aller Zeiten!</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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3,200円
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Nintendo 3DS Architecture Architecture of Consoles: A Practical Analysis, #22【電子書籍】[ Rodrigo Copetti ]
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<p>As smartphones surge in adoption, the videogame market is experiencing an unusual growth led by discount App Stores and affordable development licenses. With this, one can only wonder when kids will prefer an iPhone 4 over a Nintendo DSi.</p> <p>In the midst of finding out the answer, Nintendo conceives a thrilling successor to its triumphant portable system. In it, users will find old, present and unfamiliar technology - many of which can't be replicated by smartphones.</p> <p>And so, this new production of the Architecture of Consoles series will give you a profound description of how this new console works, both internally and externally.</p> <p><strong>Architecture of Consoles: A Practical Analysis</strong></p> <p>Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.</p> <p>This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!</p> <p><strong>About this edition</strong></p> <p>This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.</p> <p>While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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500円
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Disrupting the Game From the Bronx to the Top of Nintendo【電子書籍】[ Reggie Fils-Aim? ]
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<p><strong><em>WALL STREET JOURNAL</em> BESTSELLER</strong></p> <p><strong>LESSONS FROM A BOSS-LEVEL DISRUPTOR AND GAMING LEGEND</strong></p> <p><strong>Reggie Fils-Aim?, retired President and Chief Operating Officer of Nintendo of America Inc., shares leadership lessons and inspiring stories from his unlikely rise to the top.</strong></p> <p>Although he’s best known as Nintendo's iconic President of the Americas-immortalized for opening Nintendo’s 2004 E3 presentation with, “My name is Reggie, I'm about kicking ass, I'm about taking names, and we're about making games”-Reggie Fils-Aim?’s story is the ultimate gameplan for anyone looking to beat the odds and achieve success.</p> <p>Learn from Reggie how to leverage disruptive thinking to pinpoint the life choices that will make you truly happy, conquer negative perceptions from those who underestimate or outright dismiss you, and master the grit, perseverance, and resilience it takes to dominate in the business world and to reach your professional dreams.</p> <p><strong>As close to sitting one-on-one with the gaming legend as it gets, you will learn:</strong></p> <ul> <li>About the challenges Reggie faced throughout his life and career-from his humble childhood as the son of Haitian immigrants, to becoming one of the most powerful names in the history of the gaming industry.</li> <li>What it takes to reach the top of your own industry, including being brave enough to stand up for your ideas, while also being open to alternative paths to success.</li> <li>How to create vibrant and believable visions for your team and company.</li> <li>How to maintain relentless curiosity and know when to ask questions to shatter the status quo.</li> </ul>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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2,712円
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Super Mario How Nintendo Conquered America【電子書籍】[ Jeff Ryan ]
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<p><strong>The story of Nintendo's rise and the beloved icon who made it possible.</strong></p> <p>Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape.</p> <p>The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama.</p> <p>Find out about:</p> <p>*Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable.</p> <p>*Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. *The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,723円
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Nintendo 64 Architecture Architecture of Consoles: A Practical Analysis, #8【電子書籍】[ Rodrigo Copetti ]
楽天Kobo電子書籍ストア
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<p>Nintendo's goal was to give players the <em>best</em> graphics possible, for this it will partner with one of the biggest players in computer graphics to produce the <em>ultimate</em> graphics chip.</p> <p>The result was a nice-looking console for the family... and a 500-page manual for the developer. Don't worry, I promise you this article will not be <em>that</em> long... Enjoy!</p> <p><strong>Architecture of Consoles: A Practical Analysis</strong></p> <p>Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.</p> <p>This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!</p> <p><strong>About this edition</strong></p> <p>This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.</p> <p>While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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500円
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Super Nintendo The Game-Changing Company That Unlocked the Power of Play【電子書籍】[ Keza MacDonald ]
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<p><strong>An exuberant ode to play and the epic story of a company that has redefined itーtheir quirky beginnings, their singular ethos, their endlessly innovative leaders and developers, their massive cultural impact, and most of all the video games themselves, which have inspired joy and creativity in millions</strong></p> <p>What magical mushroom could have turned an unassuming playing card company, founded in Kyoto in 1889ーwhose tile cards were closely associated with gambling and Japan’s criminal underworldーinto one of the dominant cultural forces of the 21st century, with characters as memorable as any from the Disney or Marvel universes?</p> <p>A lifelong gamer and a renowned video games journalist, Keza MacDonald digs down to Nintendo’s experimental roots, tracking the company’s rise with each new revolutionary product and exploring the driving force of these creative triumphs (and occasional failures!): Nintendo’s willingness to take risks, to place long-term goals over short-term profits.</p> <p>Leaping from game to game, <em>Super Nintendo</em> tells the remarkable story of the people who brought us <em>Super Mario Bros., Zelda, Pok?mon, Animal Crossing, Splatoon,</em> and moreーnot to mention the SNES, N64, Gameboy, Wii, Switch and a host of other wacky gizmos, from the Power Glove to the Rumble Pack to Nintendo Laboーand charts the delights they’ve offered over the decades.</p> <p>MacDonald draws on private interviews with the likes of Shigeru Miyamoto, the creator of Mario who continues to leave his stamp on the company, and even a recent trip to the secretive Nintendo HQーmaking her one of the few Western journalists ever to set foot inside the building.</p> <p>A carousel of wonders, <em>Super Nintendo</em> whisks you back to the couch in the den, a controller in your hands for the very first time, staring up at a screen of infinite possibilities.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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2,351円
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Game Freaks 365's Nintendo DS Review Guide【電子書籍】[ Kyle W. Bell ]
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<p>Picking good games can be hard. Avoiding duds can be even more difficult. That's why smart consumers turn to experts on the subject. Game Freaks 365 was founded to help people choose games that are worth their hard-earned dollar and bypass games that are better suited for the trash can. Writing about video games is our passion. This guide aims to help the smart consumer pick the best games that the Nintendo DS has to offer.</p> <p>Over 150 reviews from some of the finest games on the Nintendo DS are included in Game Freaks 365's Nintendo DS Review Guide. Popular titles include Advance Wars: Days of Ruin, Animal Crossing: Wild World, Brain Age, Call of Duty: Modern Warfare Mobilized, Castlevania: Dawn of Sorrow, Grand Theft Auto: Chinatown Wars, Legend of Zelda: Phantom Hourglass, Mario Kart DS, Metroid Prime: Hunters, New Super Mario Bros., Nintendogs, Plants vs. Zombies, Pokemon Black & White, Professor Layton and the Diabolical Box, and many more!</p> <p>So what are you waiting for? Get reading!</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,095円
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「體驗設計」創意思考術:「精靈寶可夢」為什麼會讓?忍不住想一直玩不停?前任天堂「Wii」企劃負責人不藏私分享如何用「直覺、驚奇、故事」打造最棒的體驗,成功抓住人心【電子書籍】
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<p><strong>精靈寶可夢、超級瑪利歐、勇者鬥惡龍…****…</strong></p> <p><strong>這些遊戲<strong><strong>為什麼</strong></strong>會讓?忍不住<strong><strong>想一直玩</strong></strong>不停</strong>**?**</p> <p>前任天堂「<strong>Wii</strong>」企劃負責人不藏私分享</p> <p>如何用「<strong>直覺</strong>**、驚奇、故事**」打造最棒的體驗,成功抓住人心!</p> <p><strong>我們無時無刻都在?求感動。</strong></p> <p>在當今的世界上,只強調高機能、高性能的商品已經漸漸賣不出去。比起商品的「優秀、正確」,消費者更想要的是不知不覺想伸手接觸、只要擁有就會覺得開心的事物,也就是可以帶來「感動體驗」的商品和服務。</p> <p>感動體驗會強烈撼動我們的感情,進而留存在記憶裡,那些能?讓人們牢記在心的遊戲名場面,其中都一定隱藏著觸動人心的「體驗設計」。電玩大師玉樹真一郎便首度公開分享「體驗設計」的三大關鍵秘訣:</p> <p><strong>讓人忍不住就想做的「直覺設計」</strong></p> <p><strong>讓人忍不住就?迷的「驚奇設計」</strong></p> <p><strong>讓人忍不住就想找人分享的「故事設計」</strong></p> <p>「忍不住」正是體驗設計所擁有的力量。如果?想要打動人心、想要獲得理解、想要促使對方採取行動,如果?負責商品、服務、程式、活動等的開發、設計、企劃、製作、行銷,善用「體驗設計」的思考,都可以讓?無往不利,「體驗設計」甚至可以運用在溝通、表達、教養、管理……等各種生活和工作領域上。</p> <p>體驗當道的時代已經來臨,任何人都可以成功打造出觸動人心的體驗,當然?也可以。現在,就請一起來「體驗」這本書?!</p> <p><strong>名人推薦:</strong></p> <p>【SIGONO遊戲製作人】<strong>李思毅</strong>、【U-ACG創?人】<strong>梁世佑</strong>、【《玩心設計》作者/Fourdesire創?人】<strong>陳威帆</strong>玩心大發推薦!</p> <p>作者簡介:</p> <p><strong>玉樹真一郎</strong></p> <p>1977年生,畢業於東京工業大學、北陸先端科學技術大學研究所。</p> <p>以程式編寫員的身分進入任天堂,後轉任企劃,並成為全世界熱銷上億台的遊戲主機「Wii」的企劃負責人,全程參與Wii的企劃、開發工作,被稱為「Wii的傳教士」、「參與Wii發表次數最多的男人」。</p> <p>2010年離開任天堂,回到故?青森縣八?市獨立創業,成立「明白事務所」,以打造有效的概念設計為主題,在全國各大企業與團體授課、演講,也提供諮詢顧問、網頁和程式開發等服務,並參與人才培育與促進地區活性化的事務。</p> <p>2011年成為非營利組織「Platform Aomori」的研究員,2014年獲聘八?學院大學地域經營系特約教授,2017年擔任三澤市城?開發顧問。</p> <p>?著有《立貼?出大創意》。</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,288円
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岩田聰如是?:從天才程式設計師到遊戲公司社長,任天堂中興之主傳奇的一生。【電子書籍】[ ほぼ日刊イトイ新聞 ]
楽天Kobo電子書籍ストア
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<p>** 凡對ACG領域有興趣的人,不可能沒聽過「任天堂」這個名字。**</p> <p>** 給一代又一代青少年帶來幸福遊戲時光的任天堂,曾擁有一位著名的社長ーー岩田聰。**</p> <p>** 他曾被《時代》雜誌評論為「在任天堂比什?都重要的人物」。**</p> <p>** 這位被廣大遊戲迷親切稱為「聰哥」的岩田先生,究竟經?過怎樣的一生??**</p> <p> </p> <p> 約莫二十年前,山?溥安排岩田聰進入任天堂本社,擔任經營企畫室長,並且在兩年後自己退休時指定岩田先生接下任天堂社長職位。當時任天堂可?是正?風雨飄搖之際,儘管財務情況一直很健全,但N64和NGC兩台家用主機接連失利,市占率甚至被夾帶雄厚資金進入市場的新挑戰者,也就是微軟推出的 Xbox 主機所追?。</p> <p> 當年年僅四十二?的岩田先生,接下此一重責大任後便不負所托,打出「擴大玩家人口」的大旗,先後推出掌上型主機「Nintendo DS」以及家用主機「Wii」,以和過去主機不同的異質變化,吸引玩家、曾經是玩家和不是玩家的人,成功帶領任天堂走出低潮,並且創下公司成立以來最高營收。可?是名符其實的「任天堂中興之主」。</p> <p> 本書是從《HOBO日刊ITOI新聞(ほぼ日刊イトイ新聞)》網站所刊登的岩田聰訪談中,?取岩田先生?過的話,重新編纂而成。?有部分言論節?自任天堂網站上的「社長提問」專欄。</p> <p> 岩田先生是一位在媒體面前談話時,幾乎從不把自己當作話題主角的人。若是為了公司和專案,基於「由我出面是最合理的判斷的話」,他會回應遞到眼前的麥克風,可是言談之中僅將自己的事擺在次要。</p> <p> 不過,就如多數人所知道的,岩田先生是一位誠實無偽、一路走來始終如一的人。</p> <p> 他曾經代表公司或開發商立場,於各種場合發表言論,將這些言論集結一看,就彷彿多個圓圈的交會處,疊合出?一種顏色般,自然而然地浮現出「岩田先生本人的話」。</p> <p> 本書便是將這些「岩田先生的話」由多篇報導中揀選而出,編纂成冊。</p> <p> 「On my business card, I am a corporate president.</p> <p> In my mind, I am a game developer.</p> <p> But in my heartーI am a gamer.」</p> <p> 「在名片上,我的頭銜叫公司社長。</p> <p> 而在我腦中,我是一個遊戲開發者。</p> <p> 但是在我心裡,我一直是個遊戲玩家。」</p> <p> 岩田聰(1959-2015)</p> <p><strong>本書特色</strong></p> <p> *由ほぼ日刊イトイ新聞?取其採訪?容所編著,遊戲界巨人、任天堂中興之主岩田聰遺世的唯一著作!</p> <p> *巴哈姆特創?人SEGA、遊戲基地Gamebase、4Gamers就肆電競、Frontier開拓動漫一致好評推薦!</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,187円
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失敗讓?更成功:從微軟、臉書、任天堂等20個頂尖企業的失敗經?學習挑戰新事業所需的關鍵思考 世界「失敗」製品図鑑 「攻めた失敗」20例でわかる成功への近道【電子書籍】[ 荒木博行 ]
楽天Kobo電子書籍ストア
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<p>*電腦作業系統龍頭微軟為什麼無法將成功經驗複製到行動裝置領域?<br /> *臉書攜手HTC推出的智慧型手機是一場明知不可行而為之的戰略型失敗?<br /> *萬?矚目的Wii後繼機種Wii U為什麼會成為任天堂銷售倒數第二慘的主機?<br /> 解析20個世界級大公司慘遭滑鐵盧的新?品&服務,提煉創造新事業的視野與深度!</p> <p>企業在擬訂新事業的企畫時,往往都是充滿希望的。想到新的點子、得到?部或首批顧客的好評時,很容易會對這項事業的後續發展充滿正面的想像。但是無論事先做過多麼仔細的調?、心中的藍圖多麼遠大、進入市場的時機點多麼巧妙,還是可能因為各種因素導致失敗。因為「挑戰」新事物原本就常伴隨著「失敗」。</p> <p>本書所指的失敗案例是「最初抱持著相當的期待,卻未能得到預期的結果,不得不認賠殺出的?品、服務與事業」,仔細想想,我們身邊充斥著這樣的商品,甚至讀者在職場上可能也有過類似經?。雖然「失敗」是苦澀的,但擁有這樣珍貴經驗的人,更能同時從樂觀和悲觀的角度去觀察市場與?品,使其成為下個新商機的養分。</p> <p>本書精選了20個全球頂尖企業,介紹他們新?品&服務的企圖、特色,從推出過程到如何黯然收場的轉折點,以及透過這些失敗學到的經驗為何。提供跨領域的多種珍貴實例,讓讀者從中學習這些事業在推進中忽略的重點,並思考經營決策的難處及挑戰。</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,521円
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Marketing f?r Produktinnovationen Vermarktung von Produktinnovationen in der Mobile Entertainment Branche am Beispiel des Nintendo DS【電子書籍】[ Andreas Lackner ]
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<p>Vordiplomarbeit aus dem Jahr 2007 im Fachbereich Medien / Kommunikation - Public Relations, Werbung, Marketing, Social Media, Note: 2,1, Campus02 Fachhochschule der Wirtschaft Graz (Fachhochschule Graz), 30 Quellen im Literaturverzeichnis, Sprache: Deutsch, Abstract: Im Jahre 2005 brachte Nintendo eine Produktinnovation auf den Markt, die sich bis zum heutigen Zeitpunkt ?ber 40 Millionen Mal verkauft hat. Nintendo Dual Screen ist der Produktname dieser Innovation und diese Arbeit besch?ftigt sich mit den Gr?nden des Markterfolgs dieses Produktes. Ziel der Arbeit ist es in erster Linie die erfolgreiche Vermarktung des Nintendo Dual Screen darzustellen. Weiters zielt die Arbeit darauf ab, die Wichtigkeit des Marketings in der Mobile Entertainment Branche zu beleuchten und die durch erfolgreiches Innovationsmanagement erreichten Wettbewerbsvorteile hervorzuheben. Um diese Ziele zu erreichen wird zun?chst auf das Thema Innovation n?her eingegangen. Der Begriff Innovation wird gekl?rt und gegen?ber ?hnlichen Begriffen abgegrenzt sowie die Merkmale erl?utert. Da es verschiedene Innovationsarten gibt und der Nintendo DS eine Produktinnovation ist, werden die verschieden Arten vom Verfasser erkl?rt und unterschieden. Das Innovationsmanagement hat eine wichtige Schl?sselfunktion bei der erfolgreichen Vermarktung von innovativen Produkten und daher werden die Ziele und Aufgaben dargestellt sowie verschiedene Innovationsstrategien beschrieben. Im Zusammenhang mit den Innovationen hat auch das Marketing wichtige Funktionen zu erf?llen und unterscheidet sich vom klassischen Marketing. Mit dieser theoretischen Basis wird nach einer Analyse der Marktsituation und des Innovationsverhaltens von Nintendo gegen?ber der Konkurrenz das Marketing von Nintendo betrachtet. Die Gestaltung der 4 P's, die mithilfe des Innovationsmanagements an die Produktinnovation ausgerichtet wurde, hat Nintendo wesentliche Wettbewerbsvorteile im Markt f?r Kleinkonsolen verschaffen. Durch das erfolgreiche Innovationsmanagement konnte sich Nintendo am Markt als strategischer Innovationsf?hrer durchsetzen.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,394円
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Stardew Valley Nintendo Switch Game Guide Unofficial【電子書籍】[ The Yuw ]
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<p>*UNOFFICIAL GUIDE*Do you want to dominate the game and your opponents?Do you struggle with making resources and cash?Do you want the best items?Would you like to know how to download and install the game?If so, we have got you covered.We will walk you through the game, provide professional strategies and tips, as well as all the secrets in the game.What You'll Discover Inside:- How to Download & Install the Game.- Professional Tips and Strategies.- Farming.- Items.- Multiplayer.- Cheats and Hacks.- Secrets, Tips, Cheats, Unlockables, and Tricks Used By Pro Players!- How to Get Tons of Resources.- PLUS MUCH MORE!So, what are you waiting for? Once you grab a copy of our guide, you'll be dominating the game in no time at all! Get your Pro tips now.Disclaimer:This product is not associated, affiliated, endorsed, certified, or sponsored by the Original Copyright Owner.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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644円
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Minecraft Nintendo Switch, Skins, Unblocked, Mods, Download, Servers, Achievements, Wiki, Maps, APK, Game Guide Unofficial【電子書籍】[ The Yuw ]
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<p>*UNOFFICIAL GUIDE* Are you looking to download and install the game? Do you often find it difficult to beat certain parts? Would you like to play like a PRO? Would you like to get tons of resources? With our unofficial game guide we can teach you how to master the game! Do you want to install and play the game on any Phone, PC, or Tablet? This guide will also help you install on the Kindle, Kindle HD, Kindle HDX, Any Android Phone/Tablet, PC, Windows Phone, Blackberry, or iPhone/iPad. Following this guide you can get the game installed and begin playing right away in as little as a few minutes! Help, tips, strategies, getting coins, walkthroughs, and the complete guide are also included with the order. Here are more details as to what is included when you purchase: - Professional Tips and Strategies. - Cheats and Hacks. - Getting Started - Boomer. - Interacting with Players. - Lockpicking. - Harvesting. - Homeopathics. - Exploring. - Weapons. - Perks. - Shops. - Vehicles. - Missions. - Inventory. - Resistance Meter. - Vital Perks. - Maps and Travel. - Crafting. - Looting. - Side Missions. - Making Money. - Secrets, Tips, Cheats, Unlockables, and Tricks Used By Pro Players! - PLUS MUCH MORE! Disclaimer: This guide is not associated, affiliated, or endorsed by the Games Creator and or Owner. We cannot guarantee that this specific title will be available for download on each and every platform mentioned.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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547円
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How to Win at Nintendo 64 Games 2 Bigger! Better! More Tips, Cheats, and Codes【電子書籍】[ Hank Schlesinger ]
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<p>This unofficial guide offers up-to-date hints to help fanatics as well as casual players win at N64 video games consistently. Each chapter contains basic information, such as ESRB ratings, characters, themes, and specific ways to score. Nintendo 64 games covered include WWF WarZone, NFL Blitz, Super Mario 64, and much more.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,643円
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Nintendo: Como a empresa manteve sua identidade ?nica enquanto a ind?stria mudava radicalmente【電子書籍】[ MAX EDITORIAL ]
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<p>As Origens da Nintendo e Sua Identidade Empresarial A Nintendo ? uma das empresas mais ic?nicas da ind?stria dos videogames, conhecida por sua inova??o e consist?ncia ao longo das d?cadas. Enquanto muitas empresas mudaram drasticamente suas abordagens para se adaptar ?s tend?ncias de mercado, a Nintendo conseguiu manter sua identidade ?nica, baseada em criatividade, qualidade e um forte compromisso com o entretenimento familiar. Mas para entender essa filosofia, precisamos voltar ao passado e examinar as origens da empresa. 1.1 Os Primeiros Passos: De Cartas a Gigante do Entretenimento A hist?ria da Nintendo come?a em 23 de setembro de 1889, quando Fusajiro Yamauchi fundou a empresa na cidade de Kyoto, Jap?o. Na ?poca, a Nintendo n?o tinha nenhuma rela??o com videogames ? sua especialidade era a produ??o de cartas Hanafuda, um jogo tradicional japon?s que era popular entre jogadores casuais e apostadores. As cartas Hanafuda eram diferentes das cartas ocidentais, pois n?o tinham n?meros e utilizavam ilustra??es de flores e paisagens. No in?cio, a produ??o era artesanal, feita ? m?o, mas logo a demanda cresceu e Yamauchi expandiu o neg?cio. Nos anos seguintes, a Nintendo se destacou pela qualidade superior de suas cartas e firmou contratos importantes, como um acordo com a Yakuza, que utilizava as cartas em suas casas de jogos. No entanto, a grande virada aconteceu em 1956, quando o ent?o presidente Hiroshi Yamauchi, neto do fundador, visitou os Estados Unidos e percebeu que o mercado de cartas estava saturado. Ele concluiu que a Nintendo precisava diversificar seus neg?cios para continuar crescendo. 1.2 A Busca por Identidade: Tentativas e Fracassos Entre as d?cadas de 1960 e 1970, a Nintendo experimentou diferentes ramos de neg?cios, tentando encontrar um novo nicho para expandir sua atua??o. Durante esse per?odo, a empresa lan?ou: Uma marca de arroz instant?neo chamada "Nintendo Rice" Uma rede de hot?is para casais ("Love Hotels") Uma linha de brinquedos e jogos de mesa Um servi?o de t?xi chamado "Daiya" A maioria dessas tentativas falhou. No entanto, uma delas se destacou: os brinquedos eletr?nicos. Foi nesse segmento que a Nintendo encontrou um caminho mais promissor, especialmente quando come?ou a explorar a interatividade dos produtos. 1.3 A Transi??o para os Videogames O grande salto da Nintendo veio quando a empresa entrou no mundo dos videogames. Nos anos 70, sob a lideran?a de Hiroshi Yamauchi, a Nintendo come?ou a trabalhar com eletr?nicos e lan?ou sua primeira m?quina de arcade, "EVR Race", em 1975. Mas o verdadeiro sucesso veio com "Donkey Kong", de 1981, criado por Shigeru Miyamoto. O jogo apresentava um encanador chamado Jumpman, que posteriormente se tornaria Mario, um dos personagens mais ic?nicos da hist?ria dos videogames. Esse foi o in?cio de uma nova era para a Nintendo, marcando sua identidade como uma empresa focada em jogos de alta qualidade, acess?veis para todas as idades. 1.4 O DNA da Nintendo: Criatividade e Entretenimento Familiar Aprenda Muito Mais....</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,200円
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Tribute: Fusajiro Yamauchi the Founder of Nintendo【電子書籍】[ Darren G. Davis ]
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<p>Tribute: Fusajiro Yamauchi ? The Founder of Nintendo is a captivating comic book biography chronicling the life and legacy of the visionary entrepreneur who laid the foundation for one of the most influential gaming companies in history. From his early days crafting handmade Hanafuda playing cards in 1889 to the transformation of Nintendo into a global entertainment powerhouse, this graphic retelling explores his ingenuity, perseverance, and business acumen. Through dynamic illustrations and insightful storytelling, readers will witness how a small card-making venture in Kyoto evolved into a cultural phenomenon that revolutionized gaming forever.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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547円
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The N64 Encyclopedia Every Game Released for the Nintendo 64【電子書籍】[ Chris Scullion ]
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<p><strong>This comprehensive guide to the iconic Nintendo 64 game consol covers every game produced for the system.</strong></p> <p>Although the Nintendo 64 struggled in the shadow of the bold and shiny Sony PlayStation, it was beloved by nearly everyone who owned one. Despite its relatively small library, the N64 had a number of groundbreaking titles, such as Super Mario 64, GoldenEye 007, Mario Kart 64 and The Legend of Zelda: Ocarina of Time. Each of these revolutionized the way we play and remain the stuff of legend for fans.</p> <p><em>The N64 Encyclopedia</em> covers these major gaming touchstones, along with every other game released for the system, no matter how obscure. It also includes every game released in Japan, even those intended for the ill-fated Nintendo 64DD add-on which never left the country.</p> <p>With over four hundred games covered, screenshots for every title and a light-hearted writing style designed to make reading it a fun experience, The N64 Encyclopedia is the definitive guide to a revolutionary gaming system.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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3,256円
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Nintendo Playing with Power【電子書籍】[ Randy Nichols ]
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<p>Originally founded in 1889 as a manufacturer of playing cards, this book examines the history and political economic status of the multinational consumer electronics and video game giant Nintendo.</p> <p>This book offers a deeper examination into Nintendo as a global media giant, with some of the industry’s best-selling consoles and most recognizable intellectual property including Mario, Pok?mon, and Zelda. Drawing upon the theory of the political economy of communication, which seeks to understand how communication and media serve as key mechanisms of economic and political power, Randy Nichols examines how Nintendo has maintained its dominance in the global video game industry and how it has used its position to shape that industry. This book argues that while the company’s key figures and main franchises are important, Nintendo’s impact as a company ? and what we can learn from its evolution ? is instructive beyond the video game industry.</p> <p>This book is perfect for students and scholars of media and cultural industries, critical political economy of media, production studies, and games studies.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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4,674円
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On- und Off-Musik in der Videospielserie 'The Legend of Zelda', insbesondere in 'Ocarina of Time' Eine exemplarische Betrachtung der Serienkonzepte von Koji Kondo f?r Nintendo【電子書籍】[ Thomas Wagner ]
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<p>Studienarbeit aus dem Jahr 2009 im Fachbereich Musikwissenschaft, Note: 1,3, Johannes Gutenberg-Universit?t Mainz (Institut f?r Musikwissenschaft), Veranstaltung: Musik und Ton im Videospiel, Sprache: Deutsch, Abstract: Der Text untersucht das Sounddesign der Videospielserie 'The Legend of Zelda' mit dem Ziel, das Konzept der 'Serienkomponisten' Koji Kondo durch Vergleiche und exemplarische Betrachtung des Titels 'Ocarina of Time' herauszuarbeiten. Zun?chst jedoch m?ssen einige grundlegende Definitionen gegeben werden, um ein einheitliches Verst?ndnis der Begrifflichkeiten zu schaffen. Besonderes Gewicht liegt hier auf den verschiedenen Formen von 'dynamischem Sound' in Videospielen. Danach folgt ein kurzer Abriss ?ber die Chronologie der Zelda-Reihe sowie ein ?berblick ?ber die Spielelemente, die im Verlauf der Reihe konsistent verwendet wurden. Im Anschluss wird gezeigt, dass der Kondo alle in der Literatur beschriebenen Formen von Spielemusik und -ger?uschen von Beginn der Reihe an konsequent nach und nach einf?hrt und weiterentwickelt, um dann festzustellen, dass die Zelda-Reihe einige besondere Mischformen hervorgebracht hat, denen die vorhandenen Definitionen nicht vollst?ndig gerecht werden. Dabei soll erkennbar werden, dass Ocarina of Time einen vorl?ufigen H?hepunkt der Entwicklung der Serie darstellt; erst mit der Einf?hrung der Nintendo Wii und den damit verbundenen neuen Steuerm?glichkeiten lie?en sich wieder wirklich neue Elemente einbringen. Schwerpunkte bei dieser Betrachtung sind die 'interaktive Hintergundmusik' und die Integration von Musik als spielrelevantes Element, insbesondere durch die tats?chliche - rudiment?re - Bedienung eines Intruments ?ber die Controllertasten.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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1,813円
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How Nintendo Became A Highly Profitable Company, The Critical Success Factors Behind Nintendo's Success As A Highly Profitable Video Game Company, Nintendo's Growth Strategies For Long Term Revenue Growth, And The Future Outlook Of Ninte【電子書籍】
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<p>This essay sheds light on how Nintendo became a highly profitable company, identifies the critical success factors behind Nintendo's success as a highly profitable video game company, demystifies Nintendo's growth strategies for long term revenue growth, and reveals the future outlook of Nintendo in the digital era. Nintendo is a highly profitable multinational video game company. Nintendo produces a copious amount of products which are not limited to just video game consoles. In addition to producing video game consoles, Nintendo also produces video games, Amiibos, and accessories for their video game consoles. Nintendo has a vast variety of video games products that it produces which appeal to their target market. Nintendo’s sizeable target market consist of gamers from around the world. Gamers from around the world revel in playing Nintendo video games and are keen on procuring the latest Nintendo video games. Nintendo has developed a myriad of iconic video game franchises overtime, such as the Mario video game franchise, the Donkey Kong video game franchise, the Kirby video game franchise, the Super Smash Bros.video game franchise, the Metroid video game franchise, the Star Fox video game franchise, the Splatoon video game franchise, and the Pokemon video game franchise. Gamers procure Nintendo consoles primarily to be able to play the exorbitant amount of first party Nintendo video games that are exclusively released onto Nintendo consoles. If a gamer lacks the newest Nintendo console then he will be unable to play the latest first party Nintendo video games. Nintendo’s nostalgic video game franchises continue to expand overtime with the release of new installments into their iconic video game franchises. Nintendo video game franchises are some of the utmost popular video game franchise. Pokemon for instance is the highest grossing media franchise of all the time and it is estimated that it has generated significantly over $110,000,000 in revenue as of 2022. As of 2022, Mario for instance is also the sixth the highest grossing media franchise of all the time and it is estimated that it has generated significantly over $47,500,000. Even though most of Nintendo franchises are decades old, gamers are still voraciously craving for Nintendo to further expand them with the addition of new installments in their iconic video game franchises. Unbeknownst to most people, Nintendo was founded over a century ago in 1889 as Nintendo Karuta and became highly profitable in 2021 to the extent of generating $4,516,000,000 in net income in 2021 and $16,534,000,000 in sales revenue in 2021. Nintendo is no longer named Nintendo Karuta. Even though Nintendo has been able to operate profitably in prior years, Nintendo reached a new pinnacle of profitability in 2021 in which Nintendo generated $4,516,000,000 in net income 2021. Even though Nintendo has been able to operate profitably throughout the latter half of the 2010s, Nintendo reached a new pinnacle of profitability in 2021 in which Nintendo generated $4,516,000,000 in net income in 2021. In 2020, Nintendo generated $2,379,000,000 in net income. In 2019, Nintendo generated $1,746,000,000 in net income. In 2018, Nintendo generated $1,256,000,000 in net income. In 2017, Nintendo generated $903,00,000 in net income. Nintendo has been able to significantly increase their net income in recent years and even has a track record of surpassing the two billion dollar net income threshold over a decade ago from 2008-2010. In 2010 for instance, Nintendo was able to generate $2,515,000 in net income. In 2009 for instance, Nintendo was able to generate $2,791,000 in net income. In 2008, Nintendo was able to generate at least $2,500,000,000 in net income. Nintendo also established has a track record of surpassing the two billion dollar net income threshold from 2020-2021 which is apt to be extended in the pending future. Nintendo's net income generated in 2021 for instance is a far cry from their net income generated in 2020. Nintendo's net income in 2020 was $2,379,000,000 while its net income in 2021 was $4,516,000,000 which ultimately means that Nintendo’s net income amplified by about 89.77%, an increase of almost 90% in this one year period from 2020-2021. Nintendo’s net income of of $4,516,000,000 in 2021 is however apt to be surpassed in the coming years as demand for video game products surges worldwide.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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2,417円
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Seeing Red Nintendo's Virtual Boy【電子書籍】[ Jose P. Zagal ]
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<p><strong>The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy.</strong></p> <p>With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts Jos? Zagal and Benj Edwards explore in <em>Seeing Red</em>, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming.</p> <p>Nintendo released the Virtual Boy as a standalone table-top device in 1995ーand quickly discontinued it after lackluster sales and a lukewarm critical reception. In <em>Seeing Red,</em> Zagal and Edwards examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform's library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience's perception of those capabilities.</p> <p>Offering rare insight into how we think about video game platforms, <em>Seeing Red</em> illustrates where perception and context come, quite literally, into play.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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3,869円
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The Game Boy Encyclopedia Every Game Released for the Nintendo Game Boy and Game Boy Color【電子書籍】[ Chris Scullion ]
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<p><strong>A guide covering every western-released game for the Game Boy and Game Boy Color, featuring screenshots, trivia, and engaging insights.</strong></p> <p><em>The Game Boy Encyclopedia</em> is the sixth book in Scottish author and journalist Chris Scullion’s critically-acclaimed series of video game encyclopedias. There are few video game systems as iconic and important as the Nintendo Game Boy. Released in 1989, the handheld’s humble green-tinted display allowed for a low-cost portable console that won over players where it mattered most: the quality of its games. From huge early successes like the iconic Tetris and Super Mario Land to its revival years later with the groundbreaking Pok?mon games, the Game Boy stands proudly as one of the greatest gaming systems ever. Its 1998 successor, the Game Boy Color, addressed the one main weak spot in the Game Boy’s armor and offered full-color games. Combined, nearly 120 million Game Boy and Game Boy Color handhelds were sold worldwide, with both models playing a huge role in so many childhoods (and adulthoods). This book contains every game released in the west for both handhelds: around 580 on the Game Boy and around 560 on the Game Boy Color. With around 1,150 games covered in total, screenshots and trivia factoids for every single title and a light-hearted writing style designed for an informative but entertaining read, <em>The Game Boy Encyclopedia</em> is the definitive guide to a legendary gaming platform.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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2,202円
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Ultimate Nintendo Fanbook (Independent & Unofficial) The best Nintendo games, characters and more!【電子書籍】[ Kevin Pettman ]
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<p>Anyone who loves Nintendo will enjoy this fantastic 100% unofficial book on the world's greatest games company. Inside, you'll discover a complete guide to Nintendo's most iconic characters, including Mario, Luigi, Link, Zelda, Donkey Kong, Samus, Toad, Bowser, Kirby and many more.</p> <p>Go back in time over 100 years to uncover the origins of the company that began by making playing cards, and glimpse the future of Nintendo with even more amazing games and tech on the horizon. There's also a countdown of Nintendo's best ever games, ranging from stone-cold classics to today's trailblazing blockbusters. It's the perfect title for anyone from casual fans to die-hard enthusiasts!</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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772円
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History of the Nintendo 64 Ultimate Guide to the N64's Games & Hardware【電子書籍】[ Brian C Byrne ]
楽天Kobo電子書籍ストア
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<p>The complete 'History of The Nintendo 64', the greatest console of the 90's, dives head first behind the scenes and shows you how the console was conceived, the difficulties Nintendo faced as well as showcasing a complete list of hardware and software launched for the console. From development kits and prototypes, to unreleased never seen before games and software, this truly is a 'must have' in the collection of any retro gaming enthusiast. Learn the development stories behind classic retro video games such as 'GoldenEye', 'Starfox 64', the 'Star Wars' video game series and the 'Mario' series as well as other exclusive hit titles. Join the author as he counts down his top 100 games for the system and rates all the best titles.</p> <p>This is the unofficial 'History of Nintendo 64', for the gamers.</p> <p>- Introduction from the author.<br /> - Learn the development stories from top titles.<br /> - Beautifully designed book with 100's of images.<br /> - 50 pages of content.<br /> - Complete hardware section.<br /> - Top 100 N64 games of all time.</p> <p>This is the first book in a series by 'Console Gamer Magazine'. Look forward to more in the series on different retro video game systems.</p> <p>Author: Brian C Byrne<br /> Language: English Only.<br /> Series: Console Gamer Magazine.<br /> Website: www.consolegamermagazine.com</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。
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399円
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