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Replay

Autor: Tristan Donovan
Publisher: Yellow Ant Media Limited
ISBN: 9780956507204
File Size: 27,81 MB
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A comprehensive overview of the evolution of video games covering topics such as, "Atari revolution;" "rise of cartridge-based consoles;" American video game industry; international video game industry; "Apple Mac;" "Nintendo Entertainment System;" Sega video games; PlayStation video games; and "girl gaming."

The Ultimate History Of Video Games Volume Two

Autor: Steven L. Kent
Publisher: Three Rivers Press
ISBN: 9780307560872
File Size: 8,15 MB
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Inside the Games You Grew Up with but Never Forgot With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning. This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover: ·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire ·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Before The Crash

Autor: Mark J. P. Wolf
Publisher: Wayne State University Press
ISBN: 9780814337226
File Size: 16,60 MB
Format: PDF
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Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age.

Vintage Games

Autor: Bill Loguidice
Publisher: Taylor & Francis
ISBN: 1136137572
File Size: 29,62 MB
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Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

The Golden Age Of Video Games

Autor: Roberto Dillon
Publisher: CRC Press
ISBN: 1439873240
File Size: 3,76 MB
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This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene.

Rise Of The Videogame Zinesters

Autor: Anna Anthropy
Publisher: Seven Stories Press
ISBN: 1609803736
File Size: 17,98 MB
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"Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture." —Patrick Alexander, Eegra.com "Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games." —Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter" "These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.” —Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology "Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." —Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative “Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.” —Greg Costikyan, author of I Have No Mouth and I Must Design "Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve." —Leigh Alexander, editor-at-large of Gamasutra

Game Over

Autor: David Sheff
Publisher: Vintage
ISBN: 0307800741
File Size: 4,39 MB
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More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.

Service Games The Rise And Fall Of Sega

Autor: Sam Pettus
Publisher:
ISBN: 1311080821
File Size: 4,94 MB
Format: PDF
Read: 1913
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Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart. Funded on Kickstarter.

Power Up

Autor: Chris Kohler
Publisher: Courier Dover Publications
ISBN: 0486816427
File Size: 9,25 MB
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Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.

The Video Game Industry

Autor: Peter Zackariasson
Publisher: Routledge
ISBN: 1136258248
File Size: 28,27 MB
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The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.

It S All A Game

Autor: Tristan Donovan
Publisher: Atlantic Books
ISBN: 1786494558
File Size: 19,93 MB
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Board games have been with us longer than even the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It's All a Game renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games have captured hearts and minds all over the world for generations.

Unlimited Replays

Autor: William Gibbons
Publisher: Oxford University Press
ISBN: 0190265256
File Size: 25,96 MB
Format: PDF
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Classical music is everywhere in video games. Works by composers like Bach and Mozart fill the soundtracks of games ranging from arcade classics, to indie titles, to major franchises like BioShock, Civilization, and Fallout. Children can learn about classical works and their histories from interactive iPad games. World-renowned classical orchestras frequently perform concerts of game music to sold-out audiences. But what do such combinations of art and entertainment reveal about the cultural value we place on these media? Can classical music ever be video game music, and can game music ever be classical? Delving into the shifting and often contradictory cultural definitions that emerge when classical music meets video games, Replay Value offers a new perspective on the possibilities and challenges of trying to distinguish between art and pop culture in contemporary society.

A Casual Revolution

Autor: Jesper Juul
Publisher: MIT Press
ISBN: 9780262285803
File Size: 24,90 MB
Format: PDF
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We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.

Videogames

Autor: Ralph H. Baer
Publisher:
ISBN:
File Size: 23,24 MB
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THE REAL STORY BEHIND VIDEOGAMESLong before there was a Sony Playstation, Microsoft Xbox or Nintendo Gamecube, there was the Magnavox Odyssey, the worlds first home videogame console. But the story of videogames predates the Odyssey by six years. It begins in 1966 when a television engineer named Ralph H. Baer sat down at a New York bus station and entered history.Videogames: In The Beginning is Ralph H. Baers account of how todays $11-billion per year videogame industry began. A meticulous note keeper, Baer presents in his own words the real story of what led to the Odyssey and beyond.But he doesnt end there. In this book Baer also examines other products that he has worked on such as Simon, the most popular electronic toy ever created. He also discusses his pioneering work into early forms of CD-ROMs and digital imagery.Whether you are a student of videogame design, a game player, or a fan of inventions and history, you are sure to find Baers history fascinating and informative.Included in this book are:愁he actual four-page treatise that Baer presented to his employers慈riginal schematics and photos of the first videogame prototypes慈riginal top secret internal notes and memos慈riginal United States patents

Extra Lives

Autor: Tom Bissell
Publisher: Vintage
ISBN: 0307474313
File Size: 4,37 MB
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A personal assessment of the author's addiction to video games explores his favorites, their roles as modern forms of popular art, and their habit-forming appeal while considering how he has neglected his professional and social responsibilities in favorof gaming activities.

Atari Inc

Autor: Marty Goldberg
Publisher: Syzygy Press
ISBN: 9780985597405
File Size: 17,67 MB
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Atari Inc. - Business is Fun, the book that goes behind the company that was synonymous with the popularization of 'video games.' Nearly 8 years in the making, Atari Inc. - Business is Fun is comprised of thousands of researched documents, hundreds of interviews, and access to materials never before available. An amazing 800 pages (including nearly 300 pages of rare, never before seen photos, memos and court documents), this book details Atari's genesis from an idea between an engineer and a visionary in 1969 to a nearly $2 billion dollar juggernaut, and ending with a $538 million death spiral during 1984. A testament to the people that worked at this beloved company, the book is full of their personal stories and insights. Learn about topics like: * All the behind the scenes stories surrounding the creation of the company's now iconic games and products. * The amazing story of Atari's very own "Xerox PARC" research facility up in the foothills of the Sierra Mountains * The full recounting of Steve Jobs's time at Atari, with comments from the people he worked with on projects and the detailed story of the creation of Atari Breakout, including input by Steve Wozniak on his development of the prototype, and how it couldn't be used and another Atari engineer would have to make the final production Breakout arcade game instead. * The creation of "Rick Rats Big Cheese Restaurants" which later became "Chuck E. Cheese's" * How Atari Inc. faltered and took down an entire industry with it before being put on the chopping block. If you've ever wanted to learn about the truth behind the creation of this iconic company told directly by the people who made FUN for a living, then this is the book for you!

Game After

Autor: Raiford Guins
Publisher: MIT Press
ISBN: 0262320185
File Size: 13,48 MB
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We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an "ex-game" if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections.Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games -- whether behind glass in display cases or recreated as an iPad app -- offers a new way to explore the diverse topography of game history.