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PRESS RESET: Ruin and Recovery in the Video Game Industry

Autor Jason Schreier

Editorial LITTLE BROWN

PRESS RESET: Ruin and Recovery in the Video Game Industry
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  • Editorial LITTLE BROWN
  • ISBN13 9781538735497
  • ISBN10 1538735490
  • Tipus Llibre
  • Pàgines 320
  • Any Edició 2021
  • Idioma Anglès
  • Encuadernació Paperback

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PRESS RESET: Ruin and Recovery in the Video Game Industry

Autor Jason Schreier

Editorial LITTLE BROWN

-5% dte.    19,50€
18,53€
Estalvia 0,98€
Disponible online, rep el teu llibre en 24/48 h laborables

Vols recollir-ho a la llibreria?
Enviament gratuït a partir de 19€
Espanya peninsular
Enviament GRATUÏT a partir de 19€

a Espanya peninsular

Enviaments en 24/48h

-5% de descompte en tots els llibres

Recollida GRATUÏTA a llibreria

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Detalls del llibre

THE INSTANT NEW YORK TIMES BESTSELLER. From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart-and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games.

In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games-Bioshock Infinite, Epic Mickey, Dead Space, and more-on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely.

Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games-and whether the business of making games can change before it's too late.

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