[game_edu] Request for books recommendations

max capper maxcapper at gmail.com
Thu May 30 16:51:52 EDT 2013


I second Susan's suggestion, Great book.


On Thu, May 30, 2013 at 4:41 PM, S.Gold <goldfile at gmail.com> wrote:


> I also suggest:

> People, Planning and Production for Video Game Development: Supplemental

> Game Production Guide (Paperback) by

> Gerard C. Merritt<http://www.amazon.com/gp/aw/s/ref=mw_dp_a_s?k=Gerard%20C.%20Merritt>

>

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> http://www.amazon.com/gp/aw/d/0985501200/ref=redir_mdp_mobile/177-3300197-9680754?qid=1335532087&ref_=sr_1_1&sr=8-1

>

>

> On Thursday, May 30, 2013, Dan Carreker wrote:

>

>> I have two books on game production and management that I have found

>> extremely useful. The first is The Game Producer's Handbook by Dan Irish

>> which has an amazing amount of specific, practical advice. Game

>> Development and Production by Erik Bethlehem is also a great book on the

>> subject.

>>

>> Both focus more on the business and work flow aspect than on personnel

>> management (though Irish's book does do some, if memory serves) but both

>> are fantastic resources that I would highly recommend. Not sure if they

>> quite fit, but worth a good look at nevertheless.

>>

>> Best of luck,

>>

>> Dan Carreker

>>

>> *Sent from my Verizon Wireless 4G LTE DROID*

>>

>>

>> Jedrzej Czarnota <jedrzej.czarnota at gmail.com> wrote:

>>

>> Esteemed Colleagues.

>>

>> I am currently in the midst of preparing a course for second year

>> undergraduate students at Manchester Business School (University of

>> Manchester). The course title is going to be “Fundamentals of Managing

>> Innovation and Enabling Creativity”, with particular focus on the digital

>> games industry.

>>

>> This is why I am at the moment bringing together *academic and

>> non-academic literature* on the topics of* managing creativity,

>> co-production, entrepreneurial cultures as well as creative organizations

>> *. Hence my request to you – could you share any interesting reading

>> recommendations (books in particular) on those subjects? The books are

>> meant for teaching staff, not for the students.

>>

>> Briefly, the course’s learning outcomes are:

>>

>>

>> 1. Understanding the nature of innovation in creative industries (CI),

>> 2. Analysing the innovation processes within CI organizations and in

>> distributed networks,

>> 3. Identifying the challenges of managing innovation and enabling

>> creativity in CI,

>> 4. Understanding how organisations innovate and what are the

>> determinants of a successful creative enterprise.

>>

>> Again, the main empirical focus of the course will be the digital games

>> industry, but the books can also discuss other settings. Thank you very

>> much for your help in advance.

>>

>>

>> Yours sincerely,

>>

>> Jedrzej Czarnota

>>

>> Ph.D. candidate

>>

>> Manchester Institute of Innovation Research

>>

>> Manchester Business School, University of Manchester

>>

>

>

> --

> In a completely sane world, madness is the only freedom!

> - J. G. Ballard

>

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