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Book search results for Video

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     How to Shoot Video That Doesn't Suck: Advice to Make Any Amateur Look Like a Pro
Publisher: Workman Publishing Company
Author(s): Steve Stockman

Video is everywhere. Over 90 percent of American homes have some form of video camera, we upload 24 hours of video to the Web every minute, and we watch videos two billion times a day on YouTube. Problem is, most of it is bad?but here?s how to make it not only better, but also great.

How to Shoot Video That Doesn't Suck is all about the language of video. It?s about how to think like a director, regardless of equipment (amateurs think about the camera, pros think about communication).� It?s about the rules developed over a century of movie-making?which work
just as well when shooting a two-year-old?s birthday party. Written by Steve Stockman, the director of Two Weeks (2007), plus TV shows, music videos, and hundreds of commercials, How to Shoot Video That Doesn't Suck explains in 74 short, pithy, insightful chapters how to tell a story and entertain your audience.

Here?s how to think in shots?how to move-point-shoot-stop-repeat, instead of planting yourself in one spot and pressing ?Record? for five minutes. Why never to shoot until you see the whites of your subject?s eyes. Why to ?zoom? with your feet and not the lens. How to create intrigue on camera. The book covers the basics of framing, lighting, sound (use an external mic), editing, special effects (turn them off), and gives specific advice on how to shoot a variety of specific situations: sporting events, parties and family gatherings, graduations and performances. Plus, how to make instructional and promotional videos, how to make a music video, how to capture stunts, and much more. At the end of every chapter is a suggestion of how to immediately put what you learned into practice, so the next time you?re shooting you?ll have begun to master the skill. Accompanying the book is a website with video clips to illustrate different rules, techniques, and situations.


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     Video Shooter, Second Edition: Storytelling with HD Cameras
Publisher: Focal Press
Author(s): Barry Braverman

Tired of the dry rudimentary guidebooks that ignore the art of telling compelling video stories? Video Shooter takes you to a new level of competence and expertise by presenting the camera as a potent storytelling tool. Sure, you will learn the basics of HD formats, the fundamentals of compression and color space, but only so much as these technical areas serve your craft, which includes more fundamentally camera placement and eyeline, choice of lens focal length and the power of the triangle in creating powerful compositions. Throughout the book you will come to understand the master shooter's guiding principle, that story is the conduit through which all creative and technical decisions flow.

Humorous and opinionated, the author provides insightful anecdotes and tutorials that help you learn the video shooter's craft. While the book focuses primarily on how to get the most out of your entry- and mid-level P2, XDCAM, and AVCHD camcorder, the principles and lessons covered such as shooting for green screen and understanding point of view apply just as well to video shooters and storytellers of any level.

As apprenticeships in the industry have largely disappeared, aspiring shooters and film students have had to seek alternative sources for training and guidance. In Video Shooter, you will find a master teacher offering perceptive lessons with a healthy dose of inspiration; these pages are as close to a living and breathing mentor as one can get in a printed form.

Hundreds of full-color photos and illustrations present the many lessons throughout the book.

Please visit the Companion Web site: http://booksite.focalpress.com/Braverman/�(registration code is located inside the book)



* Engaging and informative, veteran shooter Barry Braverman shares the ins and outs of crafting a story using DV cams.
* Extensively illustrated in full color, readers will see examples of good video shooting that will help them learn what to do (and what to avoid) in their own videos.
* Companion website offers tutorials, bonus illustrations, examples, demos, equipment reviews, craft tips, blogs, and an instructor's corner complete with students' work.

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     How Video Works, Second Edition: From Analog to High Definition
Publisher: Focal Press
Author(s): Marcus Weise

How Video Works has been a bible for professionals in the video world since 1985. It offers easy to understand explanations of the entire world of video. A complete guide from analog video to all the new digital technologies, including HD, compression, and encoding. This book is a must-have for any broadcast or video production department. It is also perfect for the new video technician or non-tech creative professional who is just beginning to discover the digital world. Update your library with the brand new version of an industry standard.

* Now with full-color image section!
* Complete explanation of the new ATSC digital and HDTV video and audio standards
* New sections on optical media and fiber optics, updated MPEG material
* In-depth coverage of the new Broadband and cell phone standards
* Extensive explanation of new digital test signals and measurements
* A hands-on approach to learning about video recording, transmission, and playback.
* Complete glossary of terms covering both analog and digital video

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     Confessions of a Video Vixen
Publisher: Amistad
Author(s): Karrine Steffans

Part tell-all, part cautionary tale, this emotionally charged memoir from a former video vixen nicknamed 'Superhead' goes beyond the glamour of celebrity to reveal the inner workings of the hip-hop dancer industry?from the physical and emotional abuse that's rampant in the industry, and which marked her own life?to the excessive use of drugs, sex and bling.

Once the sought-after video girl, this sexy siren has helped multi-platinum artists, such as Jay-Z, R. Kelly and LL Cool J, sell millions of albums with her sensual dancing. In a word, Karrine was H-O-T. So hot that she made as much as $2500 a day in videos and was selected by well-known film director F. Gary Gray to co-star in his film, A Man Apart, starring Vin Diesel. But the film and music video sets, swanky Hollywood and New York restaurants and trysts with the celebrities featured in the pages of People and In Touch magazines only touches the surface of Karrine Steffans' life.

Her journey is filled with physical abuse, rape, drug and alcohol abuse, homelessness and single motherhood?all by the age of 26. By sharing her story, Steffans hopes to shed light on an otherwise romanticised industry and help young women avoid the same pitfalls she encountered. If they're already in danger, she hopes to inspire them to find a way to dig themselves out of what she knows first-hand
to be a cycle of hopelessness and despair.



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     Digital Video Secrets: What the Pros Know and the Manuals Don't Tell You
Publisher: Michael Wiese Productions
Author(s): Tony Levelle

100 simple secrets of shooting digital video that "everyone knows" but no one tells you. This is a "little book" for every first-time filmmaker's camera bag. It is filled with practical easy-to-read how-to information. As the complexity and resolution of modern digital video cameras increases, the line between professional and consumer features is increasingly blurred. With a modern "consumer camera" the owner faces "professional" decisions every time he shoots. This book simplifies these decisions, and shows the first-time filmmaker how to get the most out of these marvelous new cameras.


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     DSLR Cinema: Crafting the Film Look with Video
Publisher: Focal Press
Author(s): Kurt Lancaster

Video-capable DSLR cameras give filmmakers a quality previously impossible without high-end cinema cameras. Exploring the cinematic quality and features offered by hybrid DSLRs, this book empowers the filmmaker to craft visually stunning images inexpensively.

Learn to think more like a cinematographer than a videographer, whether shooting for a feature, short fiction, documentary, video journalism, or even a wedding. DSLR Cinema offers insight into different shooting styles, real-world tips and techniques, and advice on postproduction workflow as it guides you in crafting a film-like look.

Case studies feature an international cast of cutting edge DSLR shooters today, including Philip Bloom (England), Bernardo Uzeda (Brazil), Rii Schroer (Germany), Jeremy Ian Thomas (United States), Shane Hurlbut, ASC (United States), and Po Chan (Hong Kong). Their films are examined in detail, exploring how each exemplifies great storytelling, exceptional visual character, and how you can push the limits of your DSLR.

* Inside perspective from a master class of DSLR shooters * Emphasis on visual technique related to great stories * Progression from the fundamental tools needed by DSLR shooters to advanced techniques * Wide array of technical information: composition, lighting, camera movement, lenses, audio, postproduction workflow, and more * Lavish, full-color illustrations showcase real world examples from real DSLR videos * Companion Web site shows you the films discussed in the book, and more



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     Digital Video For Dummies
Publisher: For Dummies
Author(s): Keith Underdahl

So you have a camcorder and visions of being the next Spielberg. But how do you progress from shooting so-so footage to showing your own finished movie? Digital Video For Dummies, 4th Edition gives you the know-how and the show-how! Find out how to shoot and edit great movies, using iMovie, Windows Movie Maker, or Adobe Premiere Elements to add the finishing touches like special effects and your own soundtrack. With the latest information and lots of illustrations and screen shots, this friendly guide walks you through:
  • Getting your computer ready to work with digital video (complete with information about FireWire)
  • Choosing a camcorder, including features to look for and features that are useless
  • Digitizing old VHS videotapes to preserve memories
  • Purchasing other movie making gear, including audio and lighting equipment
  • Shooting better video, with tips on lighting, panning, using the zoom, and recording better audio
  • Creating your own sound effects such as footsteps, bones breaking, fire, thunder, insects buzzing, and more
  • Capturing digital video using iMovie, Windows Movie Marker, or Premiere Elements
  • Editing, including understanding timecode, organizing and previewing clips, and assembling clips in Storyboard and Timeline
  • Adding transitions, titles, and special effects
  • Importing and integrating video from phones and digital cameras
  • Using audio rubberbands in iMovie, Premiere Elements, and other editing programs
  • Adding narration, importing and working with CD audio, and adding a music soundtrack

Keith Underdahl has extensive professional video production experience developing kiosk and marketing videos for Ages Software. Realizing that you?ll want to polish and premiere your movie, he includes information on:

  • More advanced video editing, including animating video clips, improving light and color, compositing video (bluescreen or greenscreen), and more
  • 13 categories of video effects, ranging from blur and sharpen to transform
  • Working with still photos and graphics
  • Sharing your video online using QuickTime (/QT), RealMedia (.RM), or Windows Media Video (.WMV)
  • Making tapes or burning DVDs in 9 steps

With a handy cheat sheet of keyboard shortcuts, a chart comparing 10 video editing programs, a glossary, and more, with this guide you?ll soon be saying ?Lights, camera, action? and producing your own movie attraction.

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     Video Production Handbook, Fourth Edition
Publisher: Focal Press
Author(s): Gerald Millerson, Jim Owens

Techniques matter! Great ideas don't automatically translate into great programs. It's not enough simply to show what is going on. The way you present your subject will influence how your audience responds. You need to choose your picture and sound carefully, to convey your ideas in an interesting, persuasive way. This book will show you how.

Video Production Handbook shows the full production process, from inception of idea to final distribution. The book focuses especially on why each step occurs as it does and provides guidance in choosing the simplest methods of creating the shots you want in your video project. Concentrating on the techniques and concepts behind the latest equipment, this book demonstrates the fundamental principles needed to create good video content on any kind of budget.

Suitable for students and beginning videographers, the new edition of this classic text retains its clarity and directness but has been completely revised and updated.

This practical sourcebook has been specially prepared to give you an at-a-glance guide to quality video program-making on a modest budget. Emphasis throughout is on excellence with economy; whether you are working alone or with a small multi-camera group. The well-tried techniques detailed here will steer you through the hazards of production, helping you to avoid those frustrating, time-wasting problems, and to create an effective video program.

For many years Video Production Handbook has helped students and program-makers in a wide range of organizations. Now in its thoroughly revised 4th edition, Video Production Handbook guides you step-by-step, explaining how to develop your initial program ideas and build them into a successful working format. It covers the techniques of persuasive camerawork, successful lighting and sound treatment, and video editing. You will find straightforward up-to-the-minute guidance with your daily production problems, and a wealth of practical tips based on the authors' personal experiences.

* Highly visual: hundreds of full-color illustrations demonstrate techniques
* Modern: Up-to-date information on current equipment, techniques, and new distribution outlets such as the Web and mobile phones�
* �Balanced: Production techniques are covered in detail, but ideas and creative problem solving are given equal weight
*�A complete resource: Detailed teaching ancillaries are available for instructors

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     What Did Children Do All Day Before Video Games? (The Timeless Innocence of Childhood)
Publisher:
Author(s): Ilene Baranowitz

SALE! PRICE REDUCED!

This lovely illustrated book about the activities of Victorian children at home and at play tugged at my heart when I found it. I immediately remembered my own childhood and the differences from those of my children and grandson as they grew up. What kinds of things did children do on a daily basis in Victorian England that is different from those activities of children today? My curiosity as a child is mirrored by today?s children, even as they steer their way around fantasy worlds inhabited by fantastical characters, while playing video games for hours on end! While playing one of his games, my grandson asked me what I used to play when I was a little girl. Of course, my son wanted to tell him that I used to rub 2 sticks together to make a fire to cook for my family and our pet dinosaur, but I gave him a better idea of what life was like in the 1950?s. (Yes, I know dinosaurs and man did not walk the earth at the same time, but I did grow up watching the Flintstones!)

Since ?At Home? was written in the 1880?s the world has changed drastically. The entire 20th century saw the biggest changes in history with the advent of cars and airplanes, to name but a few.

The twentieth century also introduced some major advancements in technology. The computer is arguably the most important invention of all time. Every family has at least one computer at home, and computers run all kinds of things in our homes ? we can?t live without them anymore ? how did we ever do it before? Children today have grown up with computers as an integral part of their lives which can be confirmed by the fact that they can?t put down their video games long enough to grab a quick meal! Kids will be kids?

You will find some stories here that may raise an eyebrow regarding Victorian customs versus the way society works today ? the child left alone by her family, a 5-year old sent to the store and walked home 2 miles in the rain, and other things that would be considered unthinkable today ? discuss these with your child as you read the book. Of course, the news of the day and the comments regarding boys being ?naturally smarter? than girls, of course! (Their words, not mine!) Still, these things aside, the more I compared the activities described in the book with how children in England and the USA and other places in the world live today, the more I see how things have changed, but at the same time, they stay the same!

My grandmother was born at the turn of the century, as the early days of the 1900?s used to be called. I often wonder what the turn of the 21st century will be called as time goes on! But to put things in perspective, the children in this book were probably young adults at the time my grandparents were born ? old enough to have children of their own who would have been the ages of my grandparents! My parents were born in the 1920?s and my sister and I in the 1950?s. My children were born in 1977 and 1980 and today, in 2012, I have a 5 year old grandson. So count the generations of children who have lived since this precious book was first written and most important, illustrated. These illustrations are so very important as they leave a very clear record of history as it related to the daily lives of children then and the generations to follow.
Due to the size restrictions of the Kindle screen, the text on the pages is very difficult to read. Therefore, I have included both the pictures with the text as well as the separate text page so it is easier for you to read.

I hope you will open the front door to the past and learn all about a simpler time and how children spent their time all day long ? BEFORE video games!

This is the first book in my ?Innocence of Childhood Then and Now? series, designed to teach children of ALL ages that the more things change, the more they stay the same.

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     How to Find Video Game Internships: Premium Contacts & Strategies for Launching Your Video Gaming Career (Entertainment Power Players� "How To" Series)
Publisher: Key Quest Publishing
Author(s): Dackeyia Q. Sterling

Launch and CONTROL your video gaming internship search with this GOLD MINE?featuring contacts and direct links to gaming companies, studios, publishers, developers, distributors, marketers, animators and more.

Also included:
Valuable Gaming Resources, Organizations, Events and Career-Accelerating Tips

"How to Find Video Game Internships" puts the industry you love in your hands?and yes, finding Video Game Internships just got MUCH easier!

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     Winning the Zero Moment of Truth - ZMOT (Enhanced Version)
Publisher: Vook
Author(s): Jim Lecinski

Whether we're shopping for corn flakes, concert tickets or a honeymoon in Paris, the Internet has changed how we decide what to buy. Today we're all digital explorers, seeking out online ratings, peer reviews, videos, and in-depth product details as we move down the path to purchase.

At Google, we call this online decision-making moment the Zero Moment of Truth?or simply ZMOT.

Download ?Winning the Zero Moment of Truth?, a free, powerful new video-enhanced eBook by Jim Lecinski, Managing Director of US Sales & Service and Chief ZMOT Evangelist at Google. Jim shares how to get ahead at this critical new marketing moment, supported by exclusive market research, personal stories, and insights from C-level executives at global leaders like General Electric, Johnson & Johnson, and VivaKi.

If you're a marketer, a CEO, a sales rep, or an aspiring entrepreneur, this video-enhanced eBook will help you understand this shift in the marketing landscape and show you the strategies it takes to win.



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     From Still to Motion: A photographer's guide to creating video with your DSLR (Voices That Matter)
Publisher: New Riders Press
Author(s): James Ball, Robbie Carman, Matt Gottshalk, Richard Harrington

Book and accompanying DVD with over six hours of video training?all geared to teach you everything about shooting video with your DSLR

With the arrival of high-definition video-enabled DSLR cameras, photographers are faced with an opportunity for creativity and a competitive edge in their field unlike anything they?ve experienced before. Add to that the expanding demands from a video-hungry audience and it?s no longer a matter of if you are going to add video to your repertoire of skills, it?s when.

Here to guide you in a thorough exploration of the video-making process ? from preproduction to post ? and to ease your transition from still to motion are four veterans who speak the language of both photography and video fluently. With their clear, instructive approach, they quickly get you up to speed on everything from picking your gear, to properly lighting for motion, to using professional-level audio, color correction, and editing techniques, to media management and outputting, and much more. Here are just a few highlights from this richly illustrated, completely interactive book and DVD:
  • Explores the entire spectrum of video for DSLR camera owners, with recommendations on gear, planning, lighting, lenses, audio, editing, color correcting, exporting, media management, and more.
  • Covers a wide variety of shooting styles, including indoor, outdoor, studio, portrait, event, and available light.
  • Addresses technical challenges associated with DSLR video, such as camera movement, multiple camera coverage, low-light videography, and synchronized sound.
  • Explores additional creative techniques such as stop motion and timelapse photography in depth.
  • Includes a real-world example of a music video and promo package throughout the book to demonstrate concepts in action, with additional profiles of photography experts in nature, sports, commercial, and weddings and events.
The accompanying DVD contains over 6 hours of video training that delves deeper into each topic, as well as high-definition footage, hands-on project� files, and templates to experiment with and follow along.

Share your work and communicate with other readers at www.facebook.com/dslrvideo.




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     Nintendon't: 25 of the Worst Video Games Ever
Publisher: Twilight Foundry Media
Author(s): J. Andr� Bardin

Not every game can be the greatest ever, not every hero can be saved from occasional humiliation, and not every franchise can have a perfect track record. Magazines and websites have long held onto the classic staple of "The __ Best Games Ever" to pad their publications, but whatever happened to the games nobody played? The "worst" ever?

Nintendon't is a compilation of 25 of the worst video games ever ushered forth by developers and publishers looking to become the next million seller. Best of all this is a publication that cuts the fluff and skips the obvious candidates; we all know Superman 64 and the E.T. title for the Atari 2600 are among the worst video games ever released, but did you know there was a Superman game for the Atari 2600 that was also total garbage? What about E.T.'s second coming on the Game Boy Color in 2001? Nintendon't takes these two games plus 23 more you may not have heard of and relentlessly decommissions them piece by piece. The online community of video game lampooning is stagnating, and Nintendon't is here to provide a list of fresh kills to keep kitsch enthusiasts going for years to come!

You'll laugh, you'll disagree, you'll rage, and you'll begrudgingly re-agree as you turn the pages of this humorous compilation by J Andr� Bardin. No franchise is safe; Super Mario, Sonic the Hedgehog, and even Pok�mon are among the casualties contained in this list, and that's just the tip of the iceberg. For every blatantly and hilariously atrocious slip-up like 3D Ballz there's a surprise hook waiting around the corner to catch you off guard.

NOTE: This book contains strong language and/or adult humor. It is intended for mature readers.

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     The Art of Video Games: From Pac-Man to Mass Effect
Publisher: Welcome Books
Author(s): Chris Melissinos, Patrick O'Rourke

In the forty years since the first Magnavox Odyssey pixel winked on in 1972, the home video game industry has undergone a mind-blowing evolution. Fueled by unprecedented advances in technology, boundless imaginations, and an insatiable addiction to fantastic new worlds of play, the video game has gone supernova, rocketing two generations of fans into an ever-expanding universe where art, culture, reality, and emotion collide.

As a testament to the cultural impact of the game industry?s mega morph, the Smithsonian American Art Museum, with curator and author Chris Melissinos, conceived the forthcoming exhibition, The Art of Video Games, which will run from March 16 to September 30, 2012.* Welcome Books will release the companion book this March.

Melissinos presents video games as not just mere play, but richly textured emotional and social experiences that have crossed the boundary into culture and art.

Along with a team of game developers, designers, and journalists, Melissinos chose a pool of 240 games across five different eras to represent the diversity of the game world. Criteria included visual effects, creative use of technologies, and how world events and popular culture manifested in the games. The museum then invited the public to go online to help choose the games. More than 3.7 million votes (from 175 countries) later, the eighty winners featured in The Art of Video Games exhibition and book were selected.

From the Space Invaders of the seventies to sophisticated contemporary epics BioShock and Uncharted 2, Melissinos examines each of the winning games, providing a behind-the-scenes look at their development and innovation, and commentary on the relevance of each in the history of video games.

Over 100 composite images, created by Patrick O?Rourke, and drawn directly from the games themselves, illustrate the evolution of video games as an artistic medium, both technologically and creatively.

Additionally, The Art of Video Games includes fascinating interviews with influential artists and designers?from pioneers such as Nolan Bushnell to contemporary innovators including Warren Spector, Tim Schafer and Robin Hunicke.

The foreword was written by Elizabeth Broun, director of the Smithsonian American Art Museum and Mike Mika, noted game preservationist and prolific developer, contributed the introduction the introduction.

*After Washington D.C., the exhibition travels to several cities across the United States, including Boca Raton (Museum of Art), Seattle (EMP Museum), Yonkers, NY (Hudson River Museum) and Flint, MI (Flint Institute of Arts). For the latest confirmed dates and venues, please visit the The Art of Video Games exhibition page at http://americanart.si.edu/taovg

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     Well Played 1.0: Video Games, Value and Meaning
Publisher: lulu.com
Author(s): Drew Davidson

Video games can be "well played" in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done. This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of "well played." The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis.

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     The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World
Publisher: Three Rivers Press
Author(s): Steven L. Kent

Inside the Games You Grew Up with but Never Forgot
With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.
This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:
�The video game that saved Nintendo from bankruptcy
�The serendipitous story of Pac-Man's design
�The misstep that helped topple Atari's $2 billion-a-year empire
�The coin shortage caused by Space Invaders
�The fascinating reasons behind the rise, fall, and rebirth of Sega
�And much more!
Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

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     Changing the Game: How Video Games Are Transforming the Future of Business (paperback)
Publisher: FT Press
Author(s): David Edery, Ethan Mollick

Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit!

Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army?s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google?s computers cannot identify on their own.

Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity?in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general.

  • In-game advertising, advergames, adverworlds, and beyond
    Choose your best marketing opportunities--and avoid the pitfalls
  • Use gaming to recruit and develop better employees
    Learn practical lessons from America?s Army and other innovative case studies
  • Channel the passion of your user communities
    Help your customers improve your products and services--and have fun doing it
  • What gamers do better than computers, scientists, or governments
    Use games to solve problems that can?t be solved any other way


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     Video Marketing For Dummies
Publisher: For Dummies
Author(s): Kevin Daum, Bettina Hein, Matt Scott, Andreas Goeldi

Savvy advice for adding video to your marketing plan

Video marketing is rapidly gaining popularity in online marketing and this fun-but-practical guide presents you with all aspects of video marketing from planning to production to distribution. You'll learn how to create a video strategy, produce an effective video, put it online, and get your video to the right consumers so you can help your business succeed. The author team has vast experience in video creation and marketing and explores ten video campaigns so you can learn from their successes and challenges.

  • Offers an overview of the video marketing process, how to build it into an existing marketing plan, and create a video outline
  • Covers the necessary steps for creating the video, from scripting to shooting to editing
  • Walks you through the process of sharing video on a company site, social site, or other hosts and then draw the right audience
  • Details the new frontiers of video marketing including mobile video and measuring results

Featuring invaluable advice for creating an effective video marketing campaign, Video Marketing For Dummies is essential reading on this marketing trend.



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     What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition
Publisher: Palgrave Macmillan
Author(s): James Paul Gee

James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this�revised edition, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how�we grasp meaning, how�we evaluate and follow a command, pick a role model, and perceive the world.


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     Belly Fat Blaster: The Video Guide
Publisher: Vook
Author(s): Tony Donato, Vook

If you?re tired of covering up excess belly fat or love handles under loose shirts, download ?Belly Fat Blaster: The Video Guide? now! This exciting Vook combines the latest ab exercises and nutrition tips with instructional videos, giving you a complete plan to transform flab into washboard.

This guide helps you establish a clear strategy for nutrition, time management, and targeted abs exercise in 8 chapters. You?ll explore ways eat smarter and create a comprehensive schedule for meals and exercise to keep you on target. You?ll tackle workouts specifically for your abs and fat burning, from twists and crunches to circuit training and intensity cardio. This guide also provides winning strategies for staying active and burning fat throughout your day. Bonus tips throughout provide support and demonstrate ways to be even more efficient in your fat blasting quest.



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