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Tech 2.0 : Des entreprises de divertissement qui changent le monde

Cette série explore le monde captivant de l'industrie du divertissement, où la technologie et la créativité convergent pour créer de nouvelles formes de narration. Elle examine comment la révolution numérique et les modèles économiques innovants ont remodelé notre façon de consommer et d'interagir avec le contenu. Chaque épisode dévoile les récits d'entreprises visionnaires qui ont non seulement changé la donne, mais ont également laissé une marque indélébile sur la culture mondiale. C'est un aperçu de l'avenir du divertissement à ne pas manquer.

Esports: A Billion Eyeballs and Growing
Youtube and Videos of Everything!
Spotify, Pandora, and Streaming Music

Ordre de lecture recommandé

  • Music is a huge part of many people's lives, and it's never been easier to bring music to your ears. That's thanks in large part to streaming technology that has opened up worlds of new music to billions of people. That transition has been rooted in technology, but it has caused problems for creators. Inside, read how key companies are uniting the world in music while trying to support the artists who create it. This is not your parents' world of entertainment. Almost nothing has changed as much in the past decade as how we engage with creativity. From streaming video and music to amazing new cameras and animation, companies have sprung up to capture our attention using stunning new technologies. In this series, examine some of the key players in this constantly changing market, and find out what they have in store for the future. Each title in TECH 2.0: World-Changing Entertainment Companies includes color photos throughout, and back matter including an index and further reading lists for books and internet resources. Key Icons appear throughout the books in this series in an effort to encourage library readers to build knowledge, gain awareness, explore possibilities, and expand their viewpoints through our content rich nonfiction books. Key Icons in this series are: Words to Understand shown at the front of each chapter with definitions. These words are set in boldfaced color type in that chapter, so that readers are able to reference back to the definitions, building their vocabulary and enhancing their reading comprehension. Sidebars are highlighted graphics with content-rich material within that allows readers to build knowledge and broaden their perspectives by weaving together additional information to provide realistic and holistic perspectives. Text-Dependent Questions are placed at the end of each title. They challenge the reader's comprehension of the material they have just read, while sending the reader back to the text for more careful attention to the evidence presented there. Research Projects are provided at the end of each title and give readers suggestions for projects that encourage deeper research and analysis. Educational Videos are offered in chapters through the use of a QR code, that, when scanned, takes the student to an online video showing a moment in history, a speech, or an instructional video. This gives the readers additional content to supplement the text. A Series Glossary of Key Terms is included in the backmatter containing terminology used throughout the series. Words found here broaden the reader's knowledge and understanding of terms used in this field

    Spotify, Pandora, and Streaming Music
  • The numbers are simply staggering: Every day, more than 450,000 thousand hours of new videos are posted to YouTube. From a tiny site used for posting clips of tktkt, YouTube has become a world-spanning force. Inside, read how the company was born and developed and then discover some of the ways that people, businesses, governments, and more are using this technology to entertain and change lives. This is not your parents' world of entertainment. Almost nothing has changed as much in the past decade as how we engage with creativity. From streaming video and music to amazing new cameras and animation, companies have sprung up to capture our attention using stunning new technologies. In this series, examine some of the key players in this constantly changing market, and find out what they have in store for the future. Each title in TECH 2.0: World-Changing Entertainment Companies includes color photos throughout, and back matter including an index and further reading lists for books and internet resources. Key Icons appear throughout the books in this series in an effort to encourage library readers to build knowledge, gain awareness, explore possibilities, and expand their viewpoints through our content rich nonfiction books. Key Icons in this series are: Words to Understand shown at the front of each chapter with definitions. These words are set in boldfaced color type in that chapter, so that readers are able to reference back to the definitions, building their vocabulary and enhancing their reading comprehension. Sidebars are highlighted graphics with content-rich material within that allows readers to build knowledge and broaden their perspectives by weaving together additional information to provide realistic and holistic perspectives. Text-Dependent Questions are placed at the end of each title. They challenge the reader's comprehension of the material they have just read, while sending the reader back to the text for more careful attention to the evidence presented there. Research Projects are provided at the end of each title and give readers suggestions for projects that encourage deeper research and analysis. Educational Videos are offered in chapters through the use of a QR code, that, when scanned, takes the student to an online video showing a moment in history, a speech, or an instructional video. This gives the readers additional content to supplement the text. A Series Glossary of Key Terms is included in the backmatter containing terminology used throughout the series. Words found here broaden the reader's knowledge and understanding of terms used in this field

    Youtube and Videos of Everything!
  • Watch TV? Nah, watch Netflix. Watch actors in a movie? Nope, watch digitally animated Pixar and Dreamstime characters. Buy a CD? What is thisthe 90s? Stream it on Pandora and Spotify! From movies and TV to games and sports, the Internet and technology completely changed the world of entertainment and information. This series focuses on a group of companiesalso including YouTube and GoPro, and featuring a title on the rise of Esportsthat are changing the way we read, watch TV and movies, and create new stories to tell, as well as how we experience those stories. With this information, readers might be inspired themselves to make tomorrows new techology come to life!

    Esports: A Billion Eyeballs and Growing