The Winners' Book of Video Games

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Publisher :
ISBN 13 : 9780446373579
Total Pages : 270 pages
Book Rating : 4.3/5 (735 download)

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Book Synopsis The Winners' Book of Video Games by : Craig Kubey

Download or read book The Winners' Book of Video Games written by Craig Kubey and published by . This book was released on 1982 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Winners' Book of Video Games

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Author :
Publisher : Warner Books (NY)
ISBN 13 : 9780446371155
Total Pages : 278 pages
Book Rating : 4.3/5 (711 download)

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Book Synopsis The Winners' Book of Video Games by : Craig Kubey

Download or read book The Winners' Book of Video Games written by Craig Kubey and published by Warner Books (NY). This book was released on 1982 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt:

The Art of Video Games

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Publisher :
ISBN 13 : 159962110X
Total Pages : 218 pages
Book Rating : 4.5/5 (996 download)

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Book Synopsis The Art of Video Games by : Chris Melissinos

Download or read book The Art of Video Games written by Chris Melissinos and published by . This book was released on 2012 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Published in cooperation with the Smithsonian American Art Museum."

The History of Video Games

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Publisher : White Owl
ISBN 13 : 152677898X
Total Pages : 305 pages
Book Rating : 4.5/5 (267 download)

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Book Synopsis The History of Video Games by : Charlie Fish

Download or read book The History of Video Games written by Charlie Fish and published by White Owl. This book was released on 2021-05-30 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that’s now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you’ve ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.

The Comic Book Story of Video Games

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Publisher : Ten Speed Graphic
ISBN 13 : 0399578919
Total Pages : 192 pages
Book Rating : 4.3/5 (995 download)

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Book Synopsis The Comic Book Story of Video Games by : Jonathan Hennessey

Download or read book The Comic Book Story of Video Games written by Jonathan Hennessey and published by Ten Speed Graphic. This book was released on 2017-10-03 with total page 192 pages. Available in PDF, EPUB and Kindle. Book excerpt: A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business. Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.

Trapped in a Video Game

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Publisher : Andrews McMeel Publishing
ISBN 13 : 1449496261
Total Pages : 144 pages
Book Rating : 4.4/5 (494 download)

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Book Synopsis Trapped in a Video Game by : Dustin Brady

Download or read book Trapped in a Video Game written by Dustin Brady and published by Andrews McMeel Publishing. This book was released on 2018-04-10 with total page 144 pages. Available in PDF, EPUB and Kindle. Book excerpt: Jesse Rigsby hates video games—and for good reason. You see, a video game character is trying to kill him. After getting sucked in the new game Full Blast with his friend Eric, Jesse starts to see the appeal of vaporizing man-size praying mantis while cruising around by jet pack. But pretty soon, a mysterious figure begins following Eric and Jesse, and they discover they can't leave the game. If they don't figure out what's going on fast, they'll be trapped for good!

God in the Machine

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Publisher : Templeton Foundation Press
ISBN 13 : 1599474506
Total Pages : 157 pages
Book Rating : 4.5/5 (994 download)

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Book Synopsis God in the Machine by : Liel Leibovitz

Download or read book God in the Machine written by Liel Leibovitz and published by Templeton Foundation Press. This book was released on 2014-02-21 with total page 157 pages. Available in PDF, EPUB and Kindle. Book excerpt: What might Heidegger say about Halo, the popular video game franchise, if he were alive today? What would Augustine think about Assassin’s Creed? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is important to recognize that games like these are becoming the defining medium of our time. We spend more time and money on video games than on books, television, or film, and any serious thinker of our age should be concerned with these games, what they are saying about us, and what we are learning from them. Yet video games remain relatively unexplored by both scholars and pundits alike. Few have advanced beyond outmoded and futile attempts to tie gameplay to violent behavior. With this rumor now thoroughly and repeatedly disproven, it is time to delve deeper. Just as the Museum of Modern Art in Manhattan recently acquired fourteen games as part of its permanent collection, so too must we seek to add a serious consideration of virtual worlds to the pantheon of philosophical inquiry. In God in the Machine, author Liel Leibovitz leads a fascinating tour of the emerging virtual landscape and its many dazzling vistas from which we are offered new vantage points on age-old theological and philosophical questions. Free will vs. determinism, the importance of ritual, transcendence through mastery, notions of the self, justice and sin, life, death, and resurrection all come into play in the video games that some critics so quickly write off as mind-numbing wastes of time. When one looks closely at how these games are designed, their inherent logic, and their cognitive effects on players, it becomes clear that playing these games creates a state of awareness vastly different from when we watch television or read a book. Indeed, the gameplay is a far more dynamic process that draws on various faculties of mind and body to evoke sensations that might more commonly be associated with religious experience. Getting swept away in an engaging game can be a profoundly spiritual activity. It is not to think, but rather to be, a logic that sustained our ancestors for millennia as they looked heavenward for answers. As more and more of us look “screenward,” it is crucial to investigate these games for their vast potential as fine instruments of moral training. Anyone seeking a concise and well-reasoned introduction to the subject would do well to start with God in the Machine. By illuminating both where video game storytelling is now and where it currently butts up against certain inherent limitations, Liebovitz intriguingly implies how the field and, in turn, our experiences might continue to evolve and advance in the coming years.

Fuck Yeah, Video Games

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Publisher : Unbound Publishing
ISBN 13 : 1783527897
Total Pages : 359 pages
Book Rating : 4.7/5 (835 download)

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Book Synopsis Fuck Yeah, Video Games by : Daniel Hardcastle

Download or read book Fuck Yeah, Video Games written by Daniel Hardcastle and published by Unbound Publishing. This book was released on 2019-09-19 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: 'A labour of undiluted love and enthusiasm' Daily Telegraph As Daniel Hardcastle careers towards thirty, he looks back on what has really made him happy in life: the friends, the romances... the video games. Told through encounters with the most remarkable – and the most mind-boggling – games of the last thirty-odd years, Fuck Yeah, Video Games is also a love letter to the greatest hobby in the world. From God of War to Tomb Raider, Pokémon to The Sims, Daniel relives each game with countless in-jokes, obscure references and his signature wit, as well as intricate, original illustrations by Rebecca Maughan. Alongside this march of merriment are chapters dedicated to the hardware behind the games: a veritable history of Sony, Nintendo, Sega and Atari consoles. Joyous, absurd, personal and at times sweary, Daniel's memoir is a celebration of the sheer brilliance of video games.

The Video Game Explosion

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 031308243X
Total Pages : 401 pages
Book Rating : 4.3/5 (13 download)

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Book Synopsis The Video Game Explosion by : Mark J. P. Wolf

Download or read book The Video Game Explosion written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2007-11-30 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.

Anyone's Game (Cross Ups, Book 2)

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Publisher : Annick Press
ISBN 13 : 1773210491
Total Pages : 169 pages
Book Rating : 4.7/5 (732 download)

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Book Synopsis Anyone's Game (Cross Ups, Book 2) by : Sylv Chiang

Download or read book Anyone's Game (Cross Ups, Book 2) written by Sylv Chiang and published by Annick Press. This book was released on 2018-09-11 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: What’s up with Cali? Why does she keep changing her gamer tag? It’s summertime, and even though his good friend Cali moved to another city, Jaden can connect with her online almost every day to play their favorite game, Cross Ups. His mom has loosened her rules on how often he can play, and he has an amazing new controller that will make him even better at tournaments. But then he gets roped into a dorky summer camp with his buddy Hugh, and Cali starts acting really weird . . . So when a last-minute tournament spot opens up in Cali’s city, Jaden jumps at the chance to go. But things go badly from the start. Jaden loses his controller on the train, and his reunion with Cali is awkward. She’s unhappy, and Jaden can’t figure out why, especially when she’s getting better and better at Cross Ups—and may even win the tournament. With its sharp dialogue and relatable characters, Anyone’s Game, the second book in the Cross Ups series, chronicles the ups and downs of middle school with a relevant, contemporary twist.

The Ultimate History of Video Games, Volume 2

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Publisher : Crown
ISBN 13 : 1984825437
Total Pages : 592 pages
Book Rating : 4.9/5 (848 download)

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Book Synopsis The Ultimate History of Video Games, Volume 2 by : Steven L. Kent

Download or read book The Ultimate History of Video Games, Volume 2 written by Steven L. Kent and published by Crown. This book was released on 2021-08-24 with total page 592 pages. Available in PDF, EPUB and Kindle. Book excerpt: The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.

The Infinite Game

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Publisher : Penguin
ISBN 13 : 0735213526
Total Pages : 272 pages
Book Rating : 4.7/5 (352 download)

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Book Synopsis The Infinite Game by : Simon Sinek

Download or read book The Infinite Game written by Simon Sinek and published by Penguin. This book was released on 2019-10-15 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.

The General Mills/Parker Brothers Merger

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Publisher : Beard Books
ISBN 13 : 9781587981821
Total Pages : 328 pages
Book Rating : 4.9/5 (818 download)

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Book Synopsis The General Mills/Parker Brothers Merger by : Ellen Wojahn

Download or read book The General Mills/Parker Brothers Merger written by Ellen Wojahn and published by Beard Books. This book was released on 2003 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a reprint of a previously published book. The original title was Playing by Different Rules. It deals with the Genral Mills/ Parker Brothers Merger.

A History of Competitive Gaming

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Publisher : Routledge
ISBN 13 : 100058853X
Total Pages : 320 pages
Book Rating : 4.0/5 (5 download)

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Book Synopsis A History of Competitive Gaming by : Lu Zhouxiang

Download or read book A History of Competitive Gaming written by Lu Zhouxiang and published by Routledge. This book was released on 2022-05-13 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

Fifty Key Video Games

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Publisher : Taylor & Francis
ISBN 13 : 1000596168
Total Pages : 351 pages
Book Rating : 4.0/5 (5 download)

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Book Synopsis Fifty Key Video Games by : Bernard Perron

Download or read book Fifty Key Video Games written by Bernard Perron and published by Taylor & Francis. This book was released on 2022-07-26 with total page 351 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.

Game After

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Publisher : MIT Press
ISBN 13 : 0262320185
Total Pages : 371 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Game After by : Raiford Guins

Download or read book Game After written by Raiford Guins and published by MIT Press. This book was released on 2014-01-24 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. 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.

The Crazy Careers of Video Game Designers

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Author :
Publisher : Lerner Publications ™
ISBN 13 : 1512452106
Total Pages : 32 pages
Book Rating : 4.5/5 (124 download)

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Book Synopsis The Crazy Careers of Video Game Designers by : Arie Kaplan

Download or read book The Crazy Careers of Video Game Designers written by Arie Kaplan and published by Lerner Publications ™. This book was released on 2017-01-01 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: You might think that working in the video game industry is all fun and, well...games. Jobs like combat designer and animator sound pretty exciting. But do you know what it really takes to do one of these jobs? Do you have the skills? The knowledge? Are you ready to work hard? Game designers create the images, sounds, and action that gamers enjoy. Find out if you can handle a job in this fast-paced industry.