Audible会員は対象作品が聴き放題、2か月無料体験キャンペーン中

  • Press Reset

  • Ruin and Recovery in the Video Game Industry
  • 著者: Jason Schreier
  • ナレーター: Ray Chase
  • 再生時間: 8 時間 14 分

聴き放題対象外タイトルです。Audible会員登録で、非会員価格の30%OFFで購入できます。

2024年5月9日まで2か月無料体験キャンペーン中!詳細はこちらをご確認ください
会員は12万以上の対象作品が聴き放題、アプリならオフライン再生可能
プロの声優や俳優の朗読も楽しめる
Audibleでしか聴けない本やポッドキャストも多数
無料体験終了後は月会費1,500円。いつでも退会できます。
『Press Reset』のカバーアート

Press Reset

著者: Jason Schreier
ナレーター: Ray Chase
¥ 2,450で会員登録し購入

無料体験終了後は月額¥1,500。いつでも退会できます。

¥ 3,500 で購入

¥ 3,500 で購入

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批評家のレビュー

“Schreier covers the notoriously secretive gaming industry [and] knows it well.” (GQ)

“Jason Schreier is a huge fan of video games, and his enthusiasm is contagious.” (Booklist)

“My only complaint about Blood, Sweat, and Pixels is that there wasn't more to read.” (Forbes)

あらすじ・解説

From the best-selling 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.

©2021 Jason Schreier (P)2021 Grand Central Publishing

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