Tech 2.0: World-Changing Entertainment Companies
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YouTube and Videos of Everything!
by Michael Centore
Part of the Tech 2.0: World-Changing Entertainment Companies series
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. A Series Glossary of Key Terms is included in the back matter containing terminology used throughout the series. Words found here broaden the reader's knowledge and understanding of terms used in this field.
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Spotify, Pandora, and Streaming Music
by Michael Burgan
Part of the Tech 2.0: World-Changing Entertainment Companies series
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. A Series Glossary of Key Terms is included in the back matter containing terminology used throughout the series. Words found here broaden the reader's knowledge and understanding of terms used in this field.
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Esports
A Billion Eyeballs and Growing
by Craig Ellenport
Part of the Tech 2.0: World-Changing Entertainment Companies series
Who needs a stadium or a ballpark? Esports have taken the world by storm in recent years, morphing from a niche entertainment market to a billion-dollar worldwide phenomenon. Inside, meet some of the key players, find out how esports evolved, and tune in to how you might play a part as a player or a fan. 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. A Series Glossary of Key Terms is included in the back matter containing terminology used throughout the series. Words found here broaden the reader's knowledge and understanding of terms used in this field.

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Pixar, Disney, DreamWorks and Digital Animation
by Michael Centore
Part of the Tech 2.0: World-Changing Entertainment Companies series
Animated cartoons have long been a part of the entertainment landscape. In the 21st century, however, digital animation has led creators expand in ways they never dreamed about. Inside, read about the companies that are leading the way in using new technologies to tell amazing stories using animation . . . and dreams. 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. A Series Glossary of Key Terms is included in the back matter containing terminology used throughout the series. Words found here broaden the reader's knowledge and understanding of terms used in this field.

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Netflix, Amazon, Hulu and Streaming Video
by Michael Burgan
Part of the Tech 2.0: World-Changing Entertainment Companies series
Back in the day, people had to be in front of the TV to watch their favorite shows. That, of course, is no longer true, and the companies featured in this book played a big part in that sea change. Read how streaming video companies are not only offering new ways to see old work, but are becoming vital players in the creation of stunning new movies, TV shows, and more. 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. A Series Glossary of Key Terms is included in the back matter containing terminology used throughout the series. Words found here broaden the reader's knowledge and understanding of terms used in this field.

ebook
(1)
GoPro, Garmin, and Camera Drones
by Tim Newcomb
Part of the Tech 2.0: World-Changing Entertainment Companies series
Boldly going where no cameras have gone before, video companies are using technology and creativity to bring stunning new perspectives to viewers. And with GoPro in particular, the viewers are become the creators, too. Inside, read about the impact of small, portable, and even fly-able cameras are changing how we see and experience the world around us . . . from ground level and high above! 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. A Series Glossary of Key Terms is included in the back matter containing terminology used throughout the series. Words found here broaden the reader's knowledge and understanding of terms used in this field.
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