Author: Harold Goldberg
Publisher: Crown
ISBN: 0307463559
Category : Games & Activities
Languages : en
Pages : 354
Book Description
Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
All Your Base Are Belong to Us
Author: Harold Goldberg
Publisher: Crown
ISBN: 0307463559
Category : Games & Activities
Languages : en
Pages : 354
Book Description
Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
Publisher: Crown
ISBN: 0307463559
Category : Games & Activities
Languages : en
Pages : 354
Book Description
Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
Myst and Riven
Author: Mark J. P. Wolf
Publisher: University of Michigan Press
ISBN: 0472027492
Category : Games & Activities
Languages : en
Pages : 134
Book Description
“Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.” —Edward Castronova, Indiana University Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games’ mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great. Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J. P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance.
Publisher: University of Michigan Press
ISBN: 0472027492
Category : Games & Activities
Languages : en
Pages : 134
Book Description
“Myst and Riven is well-written, interesting, on-topic, insightful, and a real pleasure to read.” —Edward Castronova, Indiana University Video games have become a major cultural force, and within their history, Myst and its sequel Riven stand out as influential examples. Myst and Riven: The World of the D’ni is a close analysis of two of the most popular and significant video games in the history of the genre, investigating in detail their design, their functionality, and the gameplay experience they provide players. While scholarly close analysis has been applied to films for some time now, it has only rarely been applied at this level to video games. Mark J. P. Wolf uses elements such as graphics and sound, the games’ mood and atmosphere and how they are generated, the geography and design of the digital worlds, and the narrative structures of the games to examine their appeal to both critical and general audiences, their legacy, and what made them great. Myst and Riven is the inaugural book in the Landmark Video Games series, edited by Mark J. P. Wolf and Bernard Perron, which is the first series to examine individual video games of historical significance.
The History of the Gothic Video Game
Author: Christopher Carton
Publisher: White Owl
ISBN: 1399069721
Category : Games & Activities
Languages : en
Pages : 170
Book Description
Step into a world of darkness! Towering castles…magical spells…demonic creatures…certain DEATH. The gothic video game has crossed generations, from 8-bit computers to the most powerful 4K PCs and consoles, to deliver dark thrills filled with atmosphere and peril. Gathered in this book are some of the most prominent and enduring games to be developed under a veil of gothic presentation, from their gloomy settings to spine-chilling audio design. Follow the histories of some of gaming’s most popular franchises, such as the decade-spanning Castlevania series and FromSoftware’s “Soulsborne” titles (Dark Souls, Bloodborne, Elden Ring). Packed with over a hundred screenshots that encompass all generations of gaming - with home console, handheld and PC gaming included - and featuring trivia and recommendations across a variety of genres such as strategy games, hack-and-slashers and first-person shooters, The History of the Gothic Video Game is an essential book for fans of all things macabre. The shadows await…
Publisher: White Owl
ISBN: 1399069721
Category : Games & Activities
Languages : en
Pages : 170
Book Description
Step into a world of darkness! Towering castles…magical spells…demonic creatures…certain DEATH. The gothic video game has crossed generations, from 8-bit computers to the most powerful 4K PCs and consoles, to deliver dark thrills filled with atmosphere and peril. Gathered in this book are some of the most prominent and enduring games to be developed under a veil of gothic presentation, from their gloomy settings to spine-chilling audio design. Follow the histories of some of gaming’s most popular franchises, such as the decade-spanning Castlevania series and FromSoftware’s “Soulsborne” titles (Dark Souls, Bloodborne, Elden Ring). Packed with over a hundred screenshots that encompass all generations of gaming - with home console, handheld and PC gaming included - and featuring trivia and recommendations across a variety of genres such as strategy games, hack-and-slashers and first-person shooters, The History of the Gothic Video Game is an essential book for fans of all things macabre. The shadows await…
Billboard
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 120
Book Description
In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
Publisher:
ISBN:
Category :
Languages : en
Pages : 120
Book Description
In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
Words and Music
Author: Victor Kennedy
Publisher: Cambridge Scholars Publishing
ISBN: 1443864382
Category : Music
Languages : en
Pages : 203
Book Description
Words and Music is a collection of different perspectives on the interplay between words and music in opera librettos, Broadway musicals, pop, rock, blues and rap lyrics, and video game soundtracks. Topics include the links between sound and sense, challenges involved in translating song lyrics, the difference between adaptations and parodies, linguistic and cultural analyses of contemporary song lyrics, the censorship of protest songs, and teaching foreign languages using songs.
Publisher: Cambridge Scholars Publishing
ISBN: 1443864382
Category : Music
Languages : en
Pages : 203
Book Description
Words and Music is a collection of different perspectives on the interplay between words and music in opera librettos, Broadway musicals, pop, rock, blues and rap lyrics, and video game soundtracks. Topics include the links between sound and sense, challenges involved in translating song lyrics, the difference between adaptations and parodies, linguistic and cultural analyses of contemporary song lyrics, the censorship of protest songs, and teaching foreign languages using songs.
The World of Scary Video Games
Author: Bernard Perron
Publisher: Bloomsbury Publishing USA
ISBN: 1501316222
Category : Games & Activities
Languages : en
Pages : 489
Book Description
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
Publisher: Bloomsbury Publishing USA
ISBN: 1501316222
Category : Games & Activities
Languages : en
Pages : 489
Book Description
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
Retrogame Archeology
Author: John Aycock
Publisher: Springer
ISBN: 3319300040
Category : Computers
Languages : en
Pages : 234
Book Description
Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
Publisher: Springer
ISBN: 3319300040
Category : Computers
Languages : en
Pages : 234
Book Description
Drawing on extensive research, this book explores the techniques that old computer games used to run on tightly-constrained platforms. Retrogame developers faced incredible challenges of limited space, computing power, rudimentary tools, and the lack of homogeneous environments. Using examples from over 100 retrogames, this book examines the clever implementation tricks that game designers employed to make their creations possible, documenting these techniques that are being lost. However, these retrogame techniques have modern analogues and applications in general computer systems, not just games, and this book makes these contemporary connections. It also uses retrogames' implementation to introduce a wide variety of topics in computer systems including memory management, interpretation, data compression, procedural content generation, and software protection. Retrogame Archeology targets professionals and advanced-level students in computer science, engineering, and mathematics but would also be of interest to retrogame enthusiasts, computer historians, and game studies researchers in the humanities.
American Pop [4 volumes]
Author: Bob Batchelor
Publisher: Bloomsbury Publishing USA
ISBN: 0313364117
Category : Social Science
Languages : en
Pages : 1703
Book Description
Pop culture is the heart and soul of America, a unifying bridge across time bringing together generations of diverse backgrounds. Whether looking at the bright lights of the Jazz Age in the 1920s, the sexual and the rock-n-roll revolution of the 1960s, or the thriving social networking websites of today, each period in America's cultural history develops its own unique take on the qualities define our lives.American Pop: Popular Culture Decade by Decade is the most comprehensive reference on American popular culture by decade ever assembled, beginning with the 1900s up through today. The four-volume set examines the fascinating trends across decades and eras by shedding light on the experiences of Americans young and old, rich and poor, along with the influences of arts, entertainment, sports, and other cultural forces. Whether a pop culture aficionado or a student new to the topic, American Pop provides readers with an engaging look at American culture broken down into discrete segments, as well as analysis that gives insight into societal movements, trends, fads, and events that propelled the era and the nation. In-depth chapters trace the evolution of pop culture in 11 key categories: Key Events in American Life, Advertising, Architecture, Books, Newspapers, Magazines, and Comics, Entertainment, Fashion, Food, Music, Sports and Leisure Activities, Travel, and Visual Arts. Coverage includes: How Others See Us, Controversies and scandals, Social and cultural movements, Trends and fads, Key icons, and Classroom resources. Designed to meet the high demand for resources that help students study American history and culture by the decade, this one-stop reference provides readers with a broad and interdisciplinary overview of the numerous aspects of popular culture in our country. Thoughtful examination of our rich and often tumultuous popular history, illustrated with hundreds of historical and contemporary photos, makes this the ideal source to turn to for ready reference or research.
Publisher: Bloomsbury Publishing USA
ISBN: 0313364117
Category : Social Science
Languages : en
Pages : 1703
Book Description
Pop culture is the heart and soul of America, a unifying bridge across time bringing together generations of diverse backgrounds. Whether looking at the bright lights of the Jazz Age in the 1920s, the sexual and the rock-n-roll revolution of the 1960s, or the thriving social networking websites of today, each period in America's cultural history develops its own unique take on the qualities define our lives.American Pop: Popular Culture Decade by Decade is the most comprehensive reference on American popular culture by decade ever assembled, beginning with the 1900s up through today. The four-volume set examines the fascinating trends across decades and eras by shedding light on the experiences of Americans young and old, rich and poor, along with the influences of arts, entertainment, sports, and other cultural forces. Whether a pop culture aficionado or a student new to the topic, American Pop provides readers with an engaging look at American culture broken down into discrete segments, as well as analysis that gives insight into societal movements, trends, fads, and events that propelled the era and the nation. In-depth chapters trace the evolution of pop culture in 11 key categories: Key Events in American Life, Advertising, Architecture, Books, Newspapers, Magazines, and Comics, Entertainment, Fashion, Food, Music, Sports and Leisure Activities, Travel, and Visual Arts. Coverage includes: How Others See Us, Controversies and scandals, Social and cultural movements, Trends and fads, Key icons, and Classroom resources. Designed to meet the high demand for resources that help students study American history and culture by the decade, this one-stop reference provides readers with a broad and interdisciplinary overview of the numerous aspects of popular culture in our country. Thoughtful examination of our rich and often tumultuous popular history, illustrated with hundreds of historical and contemporary photos, makes this the ideal source to turn to for ready reference or research.
PC Mag
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 466
Book Description
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Publisher:
ISBN:
Category :
Languages : en
Pages : 466
Book Description
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
STORY WRITING INSPIRATION: 100 STORY IDEAS FROM RETRO COMPUTER GAMES
Author: Alexander Varga
Publisher: Luxory
ISBN: 6156728198
Category : Language Arts & Disciplines
Languages : en
Pages : 330
Book Description
In a world buzzing with technology and creativity, hobby writing has become more than just a pastime; it has emerged as a vivid expression of passion and imagination. For many, writing has always been at the intersection of creativity and challenge, allowing stories to flow from the depths of the mind and onto the page. In an age where narratives are crafted not only in books but also in the pixelated realms of computer games, the potential for inspiration is limitless. Computer games, once regarded simply as entertainment, have evolved into multifaceted experiences that integrate story, art, and music, forging deep connections with players. They craft rich narratives that captivate audiences and encourage engagement on multiple levels, resembling modern-day interactive novels. This evolution offers aspiring writers a treasure trove of inspiration. Whether it's the intricacies of character development, the nuances of world-building, or the delicate balance of plot pacing, the gaming world provides a myriad of lessons for those eager to pen their own stories.
Publisher: Luxory
ISBN: 6156728198
Category : Language Arts & Disciplines
Languages : en
Pages : 330
Book Description
In a world buzzing with technology and creativity, hobby writing has become more than just a pastime; it has emerged as a vivid expression of passion and imagination. For many, writing has always been at the intersection of creativity and challenge, allowing stories to flow from the depths of the mind and onto the page. In an age where narratives are crafted not only in books but also in the pixelated realms of computer games, the potential for inspiration is limitless. Computer games, once regarded simply as entertainment, have evolved into multifaceted experiences that integrate story, art, and music, forging deep connections with players. They craft rich narratives that captivate audiences and encourage engagement on multiple levels, resembling modern-day interactive novels. This evolution offers aspiring writers a treasure trove of inspiration. Whether it's the intricacies of character development, the nuances of world-building, or the delicate balance of plot pacing, the gaming world provides a myriad of lessons for those eager to pen their own stories.