Author: Dustin Hansen
Publisher: Macmillan
ISBN: 1250080959
Category : Juvenile Nonfiction
Languages : en
Pages : 369
Book Description
"A middle-grade nonfiction book about the history and impact on pop culture of video games"--
Game On!
Author: Dustin Hansen
Publisher: Macmillan
ISBN: 1250080959
Category : Juvenile Nonfiction
Languages : en
Pages : 369
Book Description
"A middle-grade nonfiction book about the history and impact on pop culture of video games"--
Publisher: Macmillan
ISBN: 1250080959
Category : Juvenile Nonfiction
Languages : en
Pages : 369
Book Description
"A middle-grade nonfiction book about the history and impact on pop culture of video games"--
How Pac-Man Eats
Author: Noah Wardrip-Fruin
Publisher: MIT Press
ISBN: 0262360977
Category : Games & Activities
Languages : en
Pages : 382
Book Description
How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean.
Publisher: MIT Press
ISBN: 0262360977
Category : Games & Activities
Languages : en
Pages : 382
Book Description
How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean.
Pac-Man*r Collectibles
Author: Deborah Palicia
Publisher: Schiffer Pub Limited
ISBN: 9780764315541
Category : Games
Languages : en
Pages : 160
Book Description
From its introduction in 1980, Pac-Man has been the favorite of millions of video gamesters. In the wake of its popularity has come a stream of Pac-Man products that were gobbled up by its fans. Here are many of the products shown in 415 color photographs with complete descriptions and prices, and covering everything from the games themselves to plush Pac-Man figures, from magazines and puzzles to videos and animation cels.
Publisher: Schiffer Pub Limited
ISBN: 9780764315541
Category : Games
Languages : en
Pages : 160
Book Description
From its introduction in 1980, Pac-Man has been the favorite of millions of video gamesters. In the wake of its popularity has come a stream of Pac-Man products that were gobbled up by its fans. Here are many of the products shown in 415 color photographs with complete descriptions and prices, and covering everything from the games themselves to plush Pac-Man figures, from magazines and puzzles to videos and animation cels.
Atari Age
Author: Michael Z. Newman
Publisher: MIT Press
ISBN: 0262035715
Category : Games & Activities
Languages : en
Pages : 266
Book Description
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful) Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
Publisher: MIT Press
ISBN: 0262035715
Category : Games & Activities
Languages : en
Pages : 266
Book Description
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful) Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
Pac-Man History
Author: Mei Gates
Publisher: Publifye AS
ISBN: 8233933740
Category : Computers
Languages : en
Pages : 94
Book Description
""Pac-Man History"" explores the remarkable journey of one of gaming's most iconic characters, tracing its evolution from a simple maze-chasing game to a global cultural phenomenon. This engaging book delves into the creation, impact, and enduring legacy of Pac-Man, offering readers a comprehensive look at how this yellow, pellet-munching hero revolutionized the video game industry and popular culture. The book chronicles Pac-Man's development by Toru Iwatani at Namco, its meteoric rise to fame, and its lasting influence on gaming and beyond. It argues that Pac-Man represented a pivotal shift in game design, appealing to a broader audience and paving the way for more inclusive gaming experiences. By examining the technological limitations of the early 1980s and the prevailing game design philosophies, readers gain insight into the context that made Pac-Man's success so groundbreaking. Through a blend of technical details, cultural analysis, and personal anecdotes, ""Pac-Man History"" offers a unique perspective on how a single game can have far-reaching effects. The book's accessible style and interdisciplinary approach make it valuable for game enthusiasts, industry professionals, and anyone interested in the intersection of technology and culture.
Publisher: Publifye AS
ISBN: 8233933740
Category : Computers
Languages : en
Pages : 94
Book Description
""Pac-Man History"" explores the remarkable journey of one of gaming's most iconic characters, tracing its evolution from a simple maze-chasing game to a global cultural phenomenon. This engaging book delves into the creation, impact, and enduring legacy of Pac-Man, offering readers a comprehensive look at how this yellow, pellet-munching hero revolutionized the video game industry and popular culture. The book chronicles Pac-Man's development by Toru Iwatani at Namco, its meteoric rise to fame, and its lasting influence on gaming and beyond. It argues that Pac-Man represented a pivotal shift in game design, appealing to a broader audience and paving the way for more inclusive gaming experiences. By examining the technological limitations of the early 1980s and the prevailing game design philosophies, readers gain insight into the context that made Pac-Man's success so groundbreaking. Through a blend of technical details, cultural analysis, and personal anecdotes, ""Pac-Man History"" offers a unique perspective on how a single game can have far-reaching effects. The book's accessible style and interdisciplinary approach make it valuable for game enthusiasts, industry professionals, and anyone interested in the intersection of technology and culture.
Hot Tubs and Pac-Man
Author: Anne Ladyem McDivitt
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110668572
Category : History
Languages : en
Pages : 148
Book Description
This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market.
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110668572
Category : History
Languages : en
Pages : 148
Book Description
This work looks at the gendered nature of the US video gaming industry. Although there were attempts to incorporate women into development roles and market towards them as players, the creation of video games and the industry began in a world strongly gendered male. The early 1980s saw a blip of hope that the counter-cultural industry focused on fun would begin to include women, but after the video game industry crash, this free-wheeling freedom of the industry ended along with the beginnings of the inclusion of women. Many of the threads that began in the early years continued or have parallels with the modern video game industry. The industry continues to struggle with gender relations in the workplace and with the strongly gendered male demographic that the industry perceives as its main market.
Mastering Pac-Man
Author: Ken Uston
Publisher:
ISBN: 9781626548978
Category : Games & Activities
Languages : en
Pages : 130
Book Description
Since his creation in 1980, PAC-MAN(TM) has taken the world by storm. This little yellow fellow launched a new genre of video games that appealed to boys, girls, men, and women. Over thirty years later, PAC-MAN is easily found in arcades, restaurants, bars, casinos, living rooms, and mobile devices everywhere! Whether you're playing on a vintage machine or a modern gaming system, Mastering PAC-MAN is the key to boosting your scores and conquering the game. In this fully illustrated and comprehensive guide, master gamer Ken Uston reveals his secrets to this timeless game. Learn the strategies behind the game's main patterns and secrets to becoming a true Pac-Master: Basic patterns for battling monsters Strategies for slow & fast games Playing PUC-ONE(TM) Improvising your own patterns Hustling Portable PAC-MAN Head-To-Head(TM) PAC-MAN Eat-And-Run(TM) Mazeman(TM) From its initial publication, Mastering PAC-MAN set the standard for videogame guides. Now, back by popular demand, this detailed manual is available for a new generation and remains an essential addition to the library of every serious gamer and game collector. Readers interested in related titles from Ken Uston will also want to see: Ken Uston on Blackjack (ISBN: 9781626548961), Million Dollar Blackjack (ISBN: 9781626548954), Ken Uston on Blackjack (ISBN: 9781626548961), Million Dollar Blackjack (ISBN: 9781626548954).
Publisher:
ISBN: 9781626548978
Category : Games & Activities
Languages : en
Pages : 130
Book Description
Since his creation in 1980, PAC-MAN(TM) has taken the world by storm. This little yellow fellow launched a new genre of video games that appealed to boys, girls, men, and women. Over thirty years later, PAC-MAN is easily found in arcades, restaurants, bars, casinos, living rooms, and mobile devices everywhere! Whether you're playing on a vintage machine or a modern gaming system, Mastering PAC-MAN is the key to boosting your scores and conquering the game. In this fully illustrated and comprehensive guide, master gamer Ken Uston reveals his secrets to this timeless game. Learn the strategies behind the game's main patterns and secrets to becoming a true Pac-Master: Basic patterns for battling monsters Strategies for slow & fast games Playing PUC-ONE(TM) Improvising your own patterns Hustling Portable PAC-MAN Head-To-Head(TM) PAC-MAN Eat-And-Run(TM) Mazeman(TM) From its initial publication, Mastering PAC-MAN set the standard for videogame guides. Now, back by popular demand, this detailed manual is available for a new generation and remains an essential addition to the library of every serious gamer and game collector. Readers interested in related titles from Ken Uston will also want to see: Ken Uston on Blackjack (ISBN: 9781626548961), Million Dollar Blackjack (ISBN: 9781626548954), Ken Uston on Blackjack (ISBN: 9781626548961), Million Dollar Blackjack (ISBN: 9781626548954).
Pacman
Author: Manny Pacquiao
Publisher:
ISBN: 9781427647689
Category : Biography & Autobiography
Languages : en
Pages : 0
Book Description
Pound for pound, Manny is the best boxer in the world, but even more important than holding that distinction, Manny has connected with the people of his home country, the Philippines, to the point where he is almost like a god. --Lennox Lewis, former heavyweight boxer and HBO commentator Pacman is Manny's miracle story - his autobiography. Born and raised in an impoverished village in the Philippines, Manny began his life on the ropes. He provided for his family of five in his pre-boxing life by selling practically anything and everything on the streets just to help his family survive. The hard work, determination, and sheer grit that would characterize him as a boxer showed through in a big way during these early years. Though he dreamed of being a priest, his mother could not afford the education, so he soon found another way to move heaven and earth: boxing. According to the New York Times, Manny is pound-for-pound the best fighter in the world today. His rags-to-riches story will inspire you.
Publisher:
ISBN: 9781427647689
Category : Biography & Autobiography
Languages : en
Pages : 0
Book Description
Pound for pound, Manny is the best boxer in the world, but even more important than holding that distinction, Manny has connected with the people of his home country, the Philippines, to the point where he is almost like a god. --Lennox Lewis, former heavyweight boxer and HBO commentator Pacman is Manny's miracle story - his autobiography. Born and raised in an impoverished village in the Philippines, Manny began his life on the ropes. He provided for his family of five in his pre-boxing life by selling practically anything and everything on the streets just to help his family survive. The hard work, determination, and sheer grit that would characterize him as a boxer showed through in a big way during these early years. Though he dreamed of being a priest, his mother could not afford the education, so he soon found another way to move heaven and earth: boxing. According to the New York Times, Manny is pound-for-pound the best fighter in the world today. His rags-to-riches story will inspire you.
Arcade Perfect
Author: David L. Craddock
Publisher:
ISBN: 9781079275544
Category : Video games
Languages : en
Pages : 601
Book Description
Before personal computers and game consoles, video arcades hosted cutting-edge software consumers couldn't play anywhere else. As companies like Atari, Commodore, and Nintendo disrupted the status quo, publishers charged their developers with an impossible task: Cram the world's most successful coin-op games into microchips with a fraction of the computing power of arcade hardware.From the first Pong machine through the dystopian raceways of San Francisco Rush 2049, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room takes readers on an unprecedented behind-the-scenes tour of the decline of arcades and the rise of the multibillion-dollar home games industry.*Discover how more than 15 coin-op classics made the jump from cabinet to cartridge including Ms. Pac-Man, Street Fighter II, NBA Jam, Terminator 2, and more.*Based on research and interviews with dozens of programmers, artists, and designers. *Delve into the guts of the Atari 2600, Sega Genesis, Super NES, ZX Spectrum, and other platforms to find out how they stacked up against arcade hardware.*Read bonus interviews with John Tobias (Mortal Kombat), Ed Logg (Gauntlet, Asteroids), ex-GamePro editor Dan "Elektro" Amrich, and more.
Publisher:
ISBN: 9781079275544
Category : Video games
Languages : en
Pages : 601
Book Description
Before personal computers and game consoles, video arcades hosted cutting-edge software consumers couldn't play anywhere else. As companies like Atari, Commodore, and Nintendo disrupted the status quo, publishers charged their developers with an impossible task: Cram the world's most successful coin-op games into microchips with a fraction of the computing power of arcade hardware.From the first Pong machine through the dystopian raceways of San Francisco Rush 2049, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room takes readers on an unprecedented behind-the-scenes tour of the decline of arcades and the rise of the multibillion-dollar home games industry.*Discover how more than 15 coin-op classics made the jump from cabinet to cartridge including Ms. Pac-Man, Street Fighter II, NBA Jam, Terminator 2, and more.*Based on research and interviews with dozens of programmers, artists, and designers. *Delve into the guts of the Atari 2600, Sega Genesis, Super NES, ZX Spectrum, and other platforms to find out how they stacked up against arcade hardware.*Read bonus interviews with John Tobias (Mortal Kombat), Ed Logg (Gauntlet, Asteroids), ex-GamePro editor Dan "Elektro" Amrich, and more.
The Art of Video Games
Author: Chris Melissinos
Publisher:
ISBN: 159962110X
Category : Art
Languages : en
Pages : 218
Book Description
"Published in cooperation with the Smithsonian American Art Museum."
Publisher:
ISBN: 159962110X
Category : Art
Languages : en
Pages : 218
Book Description
"Published in cooperation with the Smithsonian American Art Museum."