LEADER 01283nam0 22002891i 450 001 VAN0057195 005 20180202121740.390 010 $a88-89298-23-5 100 $a20070110d2006 |0itac50 ba 101 $aita 102 $aIT 105 $a|||| ||||| 200 1 $aˆUn ‰museo per Otricoli$el'antiquarium di Casale San Fulgenzio$fa cura di Luana Cenciaioli 205 $aPerugia : Effe$b[2006] 210 $d133 p. : ill. ; 30 cm 215 $aIn testa al front.: Ministero per i beni e le attivita culturali, Soprintendenza per i beni archeologici dell'Umbria. 606 $aOtricoli$xAntiquarium di Casale san Fulgenzio$xCataloghi$3VANC019919$2FI 620 $dPerugia$3VANL000077 702 1$aCenciaioli$bLuana$3VANV045304 712 $aEffe Emme$3VANV108651$4650 801 $aIT$bSOL$c20230616$gRICA 856 $d/sebina/catalogazione/showImage.do?fname=Copertina 57195.jpg&path=IMG&p=false&f=big$zCopertina 57195.jpg 899 $aBIBLIOTECA DEL DIPARTIMENTO DI LETTERE E BENI CULTURALI$1IT-CE0103$2VAN07 912 $aVAN0057195 950 $aBIBLIOTECA DEL DIPARTIMENTO DI LETTERE E BENI CULTURALI$d07CONS Ca Otricoli 373 $e07 17409 20070110 996 $aMuseo per Otricoli$91247989 997 $aUNICAMPANIA LEADER 02549nam 2200541Ia 450 001 9910827677503321 005 20200520144314.0 010 $a1-299-47494-2 010 $a0-8108-9084-4 035 $a(CKB)2550000001019830 035 $a(EBL)1172349 035 $a(OCoLC)842265883 035 $a(SSID)ssj0000860497 035 $a(PQKBManifestationID)12383294 035 $a(PQKBTitleCode)TC0000860497 035 $a(PQKBWorkID)10898195 035 $a(PQKB)11525632 035 $a(MiAaPQ)EBC1172349 035 $a(Au-PeEL)EBL1172349 035 $a(CaPaEBR)ebr10687957 035 $a(CaONFJC)MIL478744 035 $a(EXLCZ)992550000001019830 100 $a20130205d2013 uy 0 101 0 $aeng 135 $aur|n||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aMichael Mann$b[electronic resource] $ecrime auteur /$fSteven Rybin 210 $aLanham [Md.] $cScarecrow Pres$d2013 215 $a1 online resource (xxxv, 281 pages) $cillustrations 300 $a"This is a revised edition of The cinema of Michael Mann published in 2007 by Lexington Books". 311 $a0-8108-9083-6 320 $aIncludes bibliographical references and index. 327 $aContents; List of Figures; Preface; Acknowledgments; Introduction; CHAPTER 1. Beginnings in Television and The Jericho Mile (1979); CHAPTER 2. Thief (1981); CHAPTER 3. The Keep (1983); CHAPTER 4. Miami Vice: The Television Series (1984-1990); CHAPTER 5. Manhunter (1986); CHAPTER 6. Crime Story (1986-1988); CHAPTER 7. The Last of the Mohicans (1992); CHAPTER 8. Heat (1995); CHAPTER 9. The Insider (1999); CHAPTER 10. Ali (2001); CHAPTER 11. Collateral (2004); CHAPTER 12. Miami Vice (2006); CHAPTER 13. Public Enemies (2009); Conclusion: Luck (2011-2012) and Beyond; Filmography; Bibliography 330 $aIn Michael Mann: Crime Auteur, Steven Rybin looks at the television programs and films that Michael Mann has stamped with his personal signature. This book closely examines the themes and techniques used in films such as Manhunter, Heat, The Insider, and Collateral and connects these elements to his work o 606 $aMotion picture industry 615 0$aMotion picture industry. 676 $a791.4302/33092 700 $aRybin$b Steven$f1979-$01618602 701 2$aRybin$b Steven$f1979-$01618602 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910827677503321 996 $aMichael Mann$94053913 997 $aUNINA LEADER 04467nam 22006255 450 001 9910407714703321 005 20220208214059.0 010 $a3-030-45545-9 024 7 $a10.1007/978-3-030-45545-3 035 $a(CKB)5280000000218577 035 $a(MiAaPQ)EBC6227977 035 $a(DE-He213)978-3-030-45545-3 035 $a(PPN)248598287 035 $a(EXLCZ)995280000000218577 100 $a20200613d2020 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aIndie Video Game Development Work $eInnovation in the Creative Economy /$fby Alexander Styhre 205 $a1st ed. 2020. 210 1$aCham :$cSpringer International Publishing :$cImprint: Palgrave Macmillan,$d2020. 215 $a1 online resource (252 pages) 311 $a3-030-45544-0 327 $aChapter One: The ethnographer?s dilemma: To understand a world that is not your own while avoiding to misrepresenting it -- Part I: Theoretical Perspectives -- Chapter two: Governing innovation led economies: The role of business creation and creativity -- Chapter three: The passionate worker and deeply meaningful work -- Part II: The empirical material -- Chapter four: Who is an indie developer?: Sorting out the categories -- Chapter five: Social norms in the developer community: The ambiguity of money-making -- Chapter six: In the venture capital market: Raising funds and dealing with investors and financiers -- Chapter seven: Expanding the video game concept: The perceptual and epistemological bases of the digital objects -- Chapter eight: Passionate production in the shadow of the market: The prospects of innovation-led growth. 330 $aThis book presents a study of so-called indie video game developers that are widely regarded as the creative and innovative fringe of the video game industry. The video game industry is an exemplary entrepreneurial high growth industry that combines digital media, cinematographic representations and interactive gaming technologies, and uses global digital distribution channels to reach local gaming communities. The study examines a number of issues, concerns, challenges, and opportunities that indie developers are handling as part of their development work. The love of gaming and video games more specifically is the shared and unifying force of both so-called Triple-A developers and the indie developer community. Still, issues such as how to raise financial capital or otherwise fund the development work, or how to optimize the return on investment when video games are released on digital platforms are issues that indie developers need to cope with. The study is theoretically framed as a case of an innovation-led sector of the economy, yet being anchored in the Swedish welfare state model, wherein e.g., free tertiary education and social insurances and health case at low cost are provided and supportive of enterprising. This book will be valuable reading for academics working in the fields of knowledge management, innovation, and the creative economy. . . 606 $aManagement 606 $aIndustrial management 606 $aNew business enterprises 606 $aKnowledge management 606 $aManagement information systems 606 $aInnovation/Technology Management$3https://scigraph.springernature.com/ontologies/product-market-codes/518000 606 $aStart-Ups/Venture Capital$3https://scigraph.springernature.com/ontologies/product-market-codes/514030 606 $aKnowledge Management$3https://scigraph.springernature.com/ontologies/product-market-codes/515030 606 $aSoftware Management$3https://scigraph.springernature.com/ontologies/product-market-codes/522050 615 0$aManagement. 615 0$aIndustrial management. 615 0$aNew business enterprises. 615 0$aKnowledge management. 615 0$aManagement information systems. 615 14$aInnovation/Technology Management. 615 24$aStart-Ups/Venture Capital. 615 24$aKnowledge Management. 615 24$aSoftware Management. 676 $a338.477948 676 $a650 700 $aStyhre$b Alexander$4aut$4http://id.loc.gov/vocabulary/relators/aut$0616190 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910407714703321 996 $aIndie Video Game Development Work$92201450 997 $aUNINA