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|Notes:||Includes "Gameography: a round-up of the best and most important games ever made" (p. 371-409) and "Hardware glossary: overview of all the video game platforms mentioned in the book" (p. 411-437).|
|Description:||xiv, 501 p. : ill. ; 23 cm.|
|Contents:||Hey! Let's play games!: The birth of the video game --
Avoid missing ball for high score: The race to make the first commercial video game --
A good home recreation thing: The Atari revolution from arcade "Pong" to home "Pong" --
Chewing gum, bailing wire and spit: The microprocessor shakes up video games --
The biggest eureka moment ever: Computing gaming from mainframes to the home --
High-strung prima donnas: The rise of cartridge-based consoles and "Space Invaders" storms the world --
Pac-Man fever: The American video game boom of the early 1980s --
Devilish contraptions: The American video game bubble bursts --
Uncle Clive: British, Spanish, and Australian video gaming in the 1980s --
The French touch: French, West German, Dutch and Italian video gaming in the 1980s --
Macintoshization: the impact of the apple Mac and life after the boom years --
A tool to sell software: Japanese gaming in the 1980s and the rise of Nintendo --
I could have sworn it was 1983: The "Nintendo Entertainment System" conquers America --
Interactive movies: Video games look to Hollywood --
Ah! You must be a god: Will Wright and Peter Molyneux's adventures in openness --
A plane to Moscow: the battle for "Tetris" gaming behind the "Iron Curtain" --
Sega does what Nintendon't: Sega takes on Nintendo with "Sonic the Hedgehog" --
Mortal Kombat: The US Senate cracks down on video game curtain --
A library in a fish's mouth: The CD-ROM revolution --
The ultimate display: Games go 3D and how Id Software reshaped a medium --
We take pride in ripping them to shreds: The PlayStation and girl gaming --
Beatmania: Music games sweep the world and the decline of arcades --
You haven't lived until you've died in MUD: The birth of the virtual world --
Second lives: South Korea becomes a gaming giant and virtual world economics --
Little computer people: How game designers turned players into creators --
All-access gaming: Video games reconnect with the mainstream audience --
The grooviest era of crime: Grand visions and "Grand Theft Auto" --
Magic shooting out of people's fingers: Indie developers take video games back to the bedroom.
- Video games -- History.
- Video games -- Design -- History.
- Video games -- Social aspects.
- Video games -- Moral and ethical aspects -- History.
- Video games industry -- History.
- Video games.
- Video games -- Design.
- Video games industry.
- Video games -- Moral and ethical aspects.
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