[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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