| 000 | 03854nam a22004933i 4500 | ||
|---|---|---|---|
| 001 | EBC4729691 | ||
| 003 | MiAaPQ | ||
| 005 | 20231004105504.0 | ||
| 006 | m o d | | ||
| 007 | cr cnu|||||||| | ||
| 008 | 211129s2016 xx o ||||0 eng d | ||
| 020 |
_a9781476625577 _q(electronic bk.) |
||
| 020 | _z9780786499946 | ||
| 035 | _a(MiAaPQ)EBC4729691 | ||
| 035 | _a(Au-PeEL)EBL4729691 | ||
| 035 | _a(CaPaEBR)ebr11292046 | ||
| 035 | _a(CaONFJC)MIL966443 | ||
| 035 | _a(OCoLC)962154233 | ||
| 040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
||
| 041 | _aeng | ||
| 049 | _aBEV | ||
| 050 | 4 |
_aGV1469.325 _b.H67 2016 |
|
| 082 | 0 | _a794.8 | |
| 100 | 1 |
_aHorowitz, Ken. _eauthor |
|
| 245 | 1 | 0 |
_aPlaying at the Next Level : _bA History of American Sega Games / _cKen Horowitz. |
| 264 | 1 |
_aJefferson : _bMcFarland & Company, Incorporated Publishers, _c2016. |
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| 264 | 4 | _c©2016. | |
| 300 | _a298 pages: illustrations | ||
| 336 |
_atext _btxt _2rdacontent |
||
| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 500 | _aIncludes index. | ||
| 505 | 0 | _aThe Return of the American Video Game Market -- Sega Establishes Itself in America -- The Sega/Tonka Alliance -- Taking the First Step -- Building the American Arm of Software Development -- Contracting Third Party Studios -- Genesis Does! -- Realtime Games Software -- Sega Scores a Touchdown -- Infogrames -- Along Came a Spider -- GEMS Shine on the Genesis -- ToeJam & -- Earl Studios -- Sega Technical Institute -- Changing of the Guard -- New Leadership for an Expanding Market -- Novotrade International -- The Hardware Revolution -- Sega Multimedia Studio -- Product Development Enters a New Era -- The Coming of Full-Motion Video Games -- BlueSky Software -- Westwood Associates -- Sega Interactive Development Division -- Sega Midwest Studio -- Sega Reorganizes Internally -- Alpha (Amoeba) Group -- Omega Group -- Sega Gets Serious About Sports -- The Sega Channel -- Twice the Bits, Twice the Problems -- Sega Saturn Tiger Team -- The Winds of Change -- SegaSoft -- All Good Things... -- Full Circle -- Works Cited -- Index. | |
| 520 | _aToday a multinational video game developer, Sega was the first to break Nintendo's grip on the gaming industry, expanding from primarily an arcade game company to become the dominant game console manufacturer in North America. A major part of that success came from the hard work and innovation of its subsidiary, Sega of America, who in a little more than a decade wrested the majority market share from Nintendo and revolutionized how games were made. Drawing on interviews with nearly 100 Sega alumni, this book traces the development of the company, revealing previously undocumented areas of game-making history, including Sega's relationship with Tonka, the creation of its internal studios, and major breakthroughs like the Sega Channel and HEAT Network. More than 40 of the company's most influential games are explored in detail. | ||
| 588 | _aDescription based on publisher supplied metadata and other sources. | ||
| 590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2021. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
| 650 | 0 |
_aSega Saturn video games _9294209 _xHistory |
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| 655 | 4 | _aElectronic books. | |
| 776 | 0 | 8 |
_iPrint version: _aHorowitz, Ken _tPlaying at the Next Level _dJefferson : McFarland & Company, Incorporated Publishers,c2016 _z9780786499946 |
| 797 | 2 | _aProQuest (Firm) | |
| 856 |
_uhttps://login.ezproxy.pucpr.edu/login?url=https://ebookcentral.proquest.com/lib/pucpr-ebooks/detail.action?docID=4729691 _yAcceso Remoto |
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| 856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/pucpr-ebooks/detail.action?docID=4729691 _yAcceso en el Campus PUCPR |
| 942 |
_2lcc _c6 _e23 _h794.8 |
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| 999 |
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