Author: Steven L. Kent
Publisher: National Geographic Books
ISBN: 1984825437
Category : Social Science
Languages : en
Pages : 0
Book Description
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 Ultimate History of Video Games, Volume 2
Author: Steven L. Kent
Publisher: Crown
ISBN: 1984825445
Category : Social Science
Languages : en
Pages : 592
Book Description
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.
Publisher: Crown
ISBN: 1984825445
Category : Social Science
Languages : en
Pages : 592
Book Description
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 First Quarter
Author: Steve L. Kent
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 504
Book Description
As a child, Philip Sherlock loved to listen to folk tales. Since then he has made a significant contribution to Caribbean folklore by recording many of them in print for the first time. Here are fables of the birds and animals of the West Indies: jaguar, snake, crested curassow, wild pig, parrot, wise owl, and of Anansi--the spider who can assume human form. These twenty-one stories are a wonderful mixture of early tales from the Arawak and the Carib people, the original inhabitants of the Caribbean, and from the Ashanti people of West Africa. Read together they help to provide a background to the history of the West Indies. The stories are retold here in a warm, rich style--some tales gentle and philosophical, some humorous and full of action.
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 504
Book Description
As a child, Philip Sherlock loved to listen to folk tales. Since then he has made a significant contribution to Caribbean folklore by recording many of them in print for the first time. Here are fables of the birds and animals of the West Indies: jaguar, snake, crested curassow, wild pig, parrot, wise owl, and of Anansi--the spider who can assume human form. These twenty-one stories are a wonderful mixture of early tales from the Arawak and the Carib people, the original inhabitants of the Caribbean, and from the Ashanti people of West Africa. Read together they help to provide a background to the history of the West Indies. The stories are retold here in a warm, rich style--some tales gentle and philosophical, some humorous and full of action.
The Greatest Stories Ever Played
Author: Dustin Hansen
Publisher: Feiwel & Friends
ISBN: 125018357X
Category : Young Adult Nonfiction
Languages : en
Pages : 235
Book Description
In this fun and informative YA Non-fiction title, Dustin Hansen, author of Game On!, a self-confessed video game addict with over 20-years experience in the gaming industry, examines the storytelling skills shown in some of the most beloved and moving games of all time. We all know that video games are fun, but can a video game make you cry? Can it tell you a powerful love story? Can a video game make you think differently about war? About the environment? About the choices you make? Whether it's playing through blockbuster-esque adventures (Uncharted, God of War, The Last of Us), diving deep into hidden bits of story and lore (Red Dead Redemption II, Bioshock, Journey) or building relationships that change the fate of the world itself (Persona 5, Undertale), video games are bringing stories to life in ways that are immediate, interactive and immersive. Focusing on some of the best, most memorable, experiences in gaming, The Greatest Stories Ever Played, examines the relationship between gaming and storytelling in a new way.
Publisher: Feiwel & Friends
ISBN: 125018357X
Category : Young Adult Nonfiction
Languages : en
Pages : 235
Book Description
In this fun and informative YA Non-fiction title, Dustin Hansen, author of Game On!, a self-confessed video game addict with over 20-years experience in the gaming industry, examines the storytelling skills shown in some of the most beloved and moving games of all time. We all know that video games are fun, but can a video game make you cry? Can it tell you a powerful love story? Can a video game make you think differently about war? About the environment? About the choices you make? Whether it's playing through blockbuster-esque adventures (Uncharted, God of War, The Last of Us), diving deep into hidden bits of story and lore (Red Dead Redemption II, Bioshock, Journey) or building relationships that change the fate of the world itself (Persona 5, Undertale), video games are bringing stories to life in ways that are immediate, interactive and immersive. Focusing on some of the best, most memorable, experiences in gaming, The Greatest Stories Ever Played, examines the relationship between gaming and storytelling in a new way.
The History of Video Games
Author: Charlie Fish
Publisher: White Owl
ISBN: 152677898X
Category : Technology & Engineering
Languages : en
Pages : 305
Book Description
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.
Publisher: White Owl
ISBN: 152677898X
Category : Technology & Engineering
Languages : en
Pages : 305
Book Description
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.
They Create Worlds
Author: Alexander Smith
Publisher: CRC Press
ISBN: 042975261X
Category : Computers
Languages : en
Pages : 601
Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
Publisher: CRC Press
ISBN: 042975261X
Category : Computers
Languages : en
Pages : 601
Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
History of Video Games
Author: David Paris
Publisher: Teacher Created Materials
ISBN: 1493835947
Category : Juvenile Nonfiction
Languages : en
Pages : 51
Book Description
Highlighting important milestones in video game history, this informational text examines the history of video games, from the very first computer game created in 1940, to modern-day games created for mobile platforms. Developed by Timothy Rasinski and Lori Oczkus, this book includes essential text features like an index, captions, glossary, and table of contents. The detailed sidebars, fascinating images, and Dig Deeper section prompt students to connect back to the text and encourage multiple readings. Check It Out! includes suggested resources for further reading. Aligned with state standards, this title features complex content appropriate for students preparing for college and career readiness.
Publisher: Teacher Created Materials
ISBN: 1493835947
Category : Juvenile Nonfiction
Languages : en
Pages : 51
Book Description
Highlighting important milestones in video game history, this informational text examines the history of video games, from the very first computer game created in 1940, to modern-day games created for mobile platforms. Developed by Timothy Rasinski and Lori Oczkus, this book includes essential text features like an index, captions, glossary, and table of contents. The detailed sidebars, fascinating images, and Dig Deeper section prompt students to connect back to the text and encourage multiple readings. Check It Out! includes suggested resources for further reading. Aligned with state standards, this title features complex content appropriate for students preparing for college and career readiness.