Money Games

Money Games
Author: Weijian Shan
Publisher: John Wiley & Sons
Total Pages: 373
Release: 2020-10-19
Genre: Business & Economics
ISBN: 1119736994


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Money Games is a riveting tale of one of the most successful buyout deals ever: the acquisition and turnaround of what used to be Korea’s largest bank by the American firm Newbridge Capital. Full of intrigue and suspense, this insider's account is told by the chief architect of the deal itself, the celebrated author and private equity investor Weijian Shan. With billions of dollars at stake, and the nation's economic future on the line, Newbridge Capital sought to become the first foreign firm in history to take control of one of Korea’s most beloved financial institutions. In a proud country still reeling from a humiliating International Monetary Fund bailout in the Asian Financial Crisis, Newbridge Capital had to muster every ounce of skill, determination, and patience to bring the deal to closing. Shan takes readers inside the battle to win control of the bank—a delicate, often exasperating process that meant balancing the goals of Newbridge with those of the government, bank employees, and Korea's powerful industrial titans. Finally, the author describes how Newbridge transformed and rebuilt the struggling bank into a shining example of modern banking—as well as a massively profitable investment. In the secret world of private equity, few buyouts have been written about with such clarity, detail, and insight—and none with such completeness, covering not only the dealmaking but also the transformation and eventual exit of the investment. For anyone who has ever wondered how private equity investors strike bargains, turn around businesses, and create immense value—or anyone interested in a captivating story of high-stakes money-making—this book is a must-read.

Game Engine Black Book: DOOM

Game Engine Black Book: DOOM
Author: Fabien Sanglard
Publisher: Software Wizards
Total Pages: 432
Release:
Genre: Computers
ISBN:


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It was early 1993 and id Software was at the top of the PC gaming industry. Wolfenstein 3D had established the First Person Shooter genre and sales of its sequel Spear of Destiny were skyrocketing. The technology and tools id had taken years to develop were no match for their many competitors. It would have been easy for id to coast on their success, but instead they made the audacious decision to throw away everything they had built and start from scratch. Game Engine Black Book: Doom is the story of how they did it. This is a book about history and engineering. Don’t expect much prose (the author’s English has improved since the first book but is still broken). Instead you will find inside extensive descriptions and drawings to better understand all the challenges id Software had to overcome. From the hardware -- the Intel 486 CPU, the Motorola 68040 CPU, and the NeXT workstations -- to the game engine’s revolutionary design, open up to learn how DOOM changed the gaming industry and became a legend among video games.

Digital Game Culture in Korea

Digital Game Culture in Korea
Author: Florence M. Chee
Publisher: Rowman & Littlefield
Total Pages: 137
Release: 2023
Genre: Computer games
ISBN: 1793601402


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This book is a critical ethnographic investigation of media discourses surrounding online game addiction and the sociocultural roles fulfilled by games in everyday life. Focusing on Korea's sociohistorical and technocultural context, this work celebrates and recognizes the foundational role of Korean game culture in shaping global games and play.

Korean Games

Korean Games
Author: Stewart Culin
Publisher: Literary Licensing, LLC
Total Pages: 252
Release: 2014-08-07
Genre:
ISBN: 9781498150262


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This Is A New Release Of The Original 1895 Edition.

Modern and Traditional Korean Games & Sports

Modern and Traditional Korean Games & Sports
Author: Karl Randall
Publisher:
Total Pages: 0
Release: 2011
Genre: Games
ISBN: 9781565913103


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This book presents a broad selection of games and sports that are unique to Korea. From traditional to modern, it includes instructions for each game and sport, as well as a description of the history and development. It consists of three parts: games of old; board and card games; martial arts and sports. Readers will gain an understanding of Koreans' use of their leisure time both in ancient times and today

Korean Games with Notes on the Corresponding Games of China and Japan

Korean Games with Notes on the Corresponding Games of China and Japan
Author: Stewart Culin
Publisher: Palala Press
Total Pages: 294
Release: 2016-05-21
Genre:
ISBN: 9781358126260


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This work has been selected by scholars as being culturally important, and is part of the knowledge base of civilization as we know it. This work was reproduced from the original artifact, and remains as true to the original work as possible. Therefore, you will see the original copyright references, library stamps (as most of these works have been housed in our most important libraries around the world), and other notations in the work. This work is in the public domain in the United States of America, and possibly other nations. Within the United States, you may freely copy and distribute this work, as no entity (individual or corporate) has a copyright on the body of the work. As a reproduction of a historical artifact, this work may contain missing or blurred pages, poor pictures, errant marks, etc. Scholars believe, and we concur, that this work is important enough to be preserved, reproduced, and made generally available to the public. We appreciate your support of the preservation process, and thank you for being an important part of keeping this knowledge alive and relevant.

KOREAN GAMES

KOREAN GAMES
Author: STEWART. CULIN
Publisher:
Total Pages: 0
Release: 2018
Genre:
ISBN: 9781033368060


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Gaming Cultures and Place in Asia-Pacific

Gaming Cultures and Place in Asia-Pacific
Author: Larissa Hjorth
Publisher: Routledge
Total Pages: 314
Release: 2009-06-24
Genre: Computers
ISBN: 1135843171


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This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.