Author: Lu Zhouxiang
Publisher: Routledge
ISBN: 100058853X
Category : History
Languages : en
Pages : 320
Book Description
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.
A History of Competitive Gaming
Author: Lu Zhouxiang
Publisher: Routledge
ISBN: 100058853X
Category : History
Languages : en
Pages : 320
Book Description
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.
Publisher: Routledge
ISBN: 100058853X
Category : History
Languages : en
Pages : 320
Book Description
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.
Twin Galaxies' Official Video Game & Pinball Book of World Records
Author: Walter Day
Publisher: Sunstar Publishing
ISBN:
Category : Games & Activities
Languages : en
Pages : 996
Book Description
Walter Day is the world's only electronic games referee. He runs the Twin Galaxies Intergalactic Scoreboard-the "official scoreboard for the world of video game and pinball playing." As the founder of organized video game playing, Day has judged contests and high scores submitted by arcades as far away as South Africa, Australia, Ireland and Japan. He has written the official rule book for video game and pinball playing sponsors two major contests every year to allow new players to enter the Official Video Game and Pinball Book of World Records.
Publisher: Sunstar Publishing
ISBN:
Category : Games & Activities
Languages : en
Pages : 996
Book Description
Walter Day is the world's only electronic games referee. He runs the Twin Galaxies Intergalactic Scoreboard-the "official scoreboard for the world of video game and pinball playing." As the founder of organized video game playing, Day has judged contests and high scores submitted by arcades as far away as South Africa, Australia, Ireland and Japan. He has written the official rule book for video game and pinball playing sponsors two major contests every year to allow new players to enter the Official Video Game and Pinball Book of World Records.
Retro Pop Culture A to Z
Author: Brett Weiss
Publisher: CreateSpace
ISBN: 9781495234804
Category : Games
Languages : en
Pages : 208
Book Description
Retro Pop Culture A to Z: From Atari 2600 to Zombie Films is a window to the past-a time of 8-bit video games, Silver Age super-heroes, Saturday morning cartoons, rock 'n' roll music, and scary movies at the drive-in. The book includes 60 fun-filled, feature-length chapters on such icons of popular culture as Alien, the Batman TV show, the Beatles, Dynamite Magazine, Famous Monsters of Filmland, The Flash, Forbidden Planet, Golden Age arcade games, He-Man, the Intellivision, Jaws, MAD magazine, the Nintendo NES, Ray Bradbury, The Wizard of Oz, the X-Men, and many others. If you've ever stayed up all night trying to beat Super Mario Bros., dressed up as a member of KISS on Halloween, watched Thundarr the Barbarian while eating a bowl of sugary cereal, set a VCR to record your favorite show, wiled away an entire day reading a stack of old comics, or listened to Elvis or the Rolling Stones on a turntable or 8-track tape player, Retro Pop Culture A to Z is for you. If you haven't done any of these things, no problem-feel free to dive right in and discover why your parents (or grandparents) are always talking about "the good old days." Includes: *60 essays/articles on nostalgic pop culture favorites *More than 200 photos *More than 115,000 words *Quotes from the experts *Production histories *Collectibles pricing *Author anecdotes *And much more!
Publisher: CreateSpace
ISBN: 9781495234804
Category : Games
Languages : en
Pages : 208
Book Description
Retro Pop Culture A to Z: From Atari 2600 to Zombie Films is a window to the past-a time of 8-bit video games, Silver Age super-heroes, Saturday morning cartoons, rock 'n' roll music, and scary movies at the drive-in. The book includes 60 fun-filled, feature-length chapters on such icons of popular culture as Alien, the Batman TV show, the Beatles, Dynamite Magazine, Famous Monsters of Filmland, The Flash, Forbidden Planet, Golden Age arcade games, He-Man, the Intellivision, Jaws, MAD magazine, the Nintendo NES, Ray Bradbury, The Wizard of Oz, the X-Men, and many others. If you've ever stayed up all night trying to beat Super Mario Bros., dressed up as a member of KISS on Halloween, watched Thundarr the Barbarian while eating a bowl of sugary cereal, set a VCR to record your favorite show, wiled away an entire day reading a stack of old comics, or listened to Elvis or the Rolling Stones on a turntable or 8-track tape player, Retro Pop Culture A to Z is for you. If you haven't done any of these things, no problem-feel free to dive right in and discover why your parents (or grandparents) are always talking about "the good old days." Includes: *60 essays/articles on nostalgic pop culture favorites *More than 200 photos *More than 115,000 words *Quotes from the experts *Production histories *Collectibles pricing *Author anecdotes *And much more!
This is esports (and How to Spell it) – LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020
Author: Paul Chaloner
Publisher: Bloomsbury Publishing
ISBN: 1472977785
Category : Computers
Languages : en
Pages : 265
Book Description
LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 'You need this. Trust me, buy it now.' - Weekly GG 'a triumph... a must-read for newcomers and veterans alike' – Forbes 'Paul Chaloner is a living legend in the esports space.' - Jason Lake, founder and CEO of the esports team Complexity Gaming 'Terrific stories and insights from the inside.' - T.L. Taylor, professor of Comparative Media Studies ---- Award-winning broadcaster Paul 'Redeye' Chaloner brings us the definitive book on esports, the fastest growing entertainment phenomenon in the world today. From slapping coins down on arcade cabinets to the lights of Madison Square Garden, competitive video gaming has come a long way. Today, esports is a billion-dollar industry, the best players becoming stars in their own right, battling for eight-figure prizes in front of a global audience of tens of millions. From Call of Duty to Counter-Strike, FIFA to Fortnite, a generation of players have turned multiplayer video games from a pastime into a profession. But there are questions. How did we get here? What exactly is competitive gaming – is it a sport? How much money do the top stars make? Do you really have to retire at 23? And just what the hell is Dota? This is esports (and How to Spell it) addresses all of this and more, as award-winning broadcaster Paul 'Redeye' Chaloner takes you inside the unstoppable rise of pro gaming to reveal the bitter rivalries, scandals and untold history of esports, from origins to sold-out arenas. With his trademark wit – and unrivalled access – Paul delivers the definitive book on the fastest-growing entertainment phenomenon in the world today.
Publisher: Bloomsbury Publishing
ISBN: 1472977785
Category : Computers
Languages : en
Pages : 265
Book Description
LONGLISTED FOR THE WILLIAM HILL SPORTS BOOK AWARD 2020 'You need this. Trust me, buy it now.' - Weekly GG 'a triumph... a must-read for newcomers and veterans alike' – Forbes 'Paul Chaloner is a living legend in the esports space.' - Jason Lake, founder and CEO of the esports team Complexity Gaming 'Terrific stories and insights from the inside.' - T.L. Taylor, professor of Comparative Media Studies ---- Award-winning broadcaster Paul 'Redeye' Chaloner brings us the definitive book on esports, the fastest growing entertainment phenomenon in the world today. From slapping coins down on arcade cabinets to the lights of Madison Square Garden, competitive video gaming has come a long way. Today, esports is a billion-dollar industry, the best players becoming stars in their own right, battling for eight-figure prizes in front of a global audience of tens of millions. From Call of Duty to Counter-Strike, FIFA to Fortnite, a generation of players have turned multiplayer video games from a pastime into a profession. But there are questions. How did we get here? What exactly is competitive gaming – is it a sport? How much money do the top stars make? Do you really have to retire at 23? And just what the hell is Dota? This is esports (and How to Spell it) addresses all of this and more, as award-winning broadcaster Paul 'Redeye' Chaloner takes you inside the unstoppable rise of pro gaming to reveal the bitter rivalries, scandals and untold history of esports, from origins to sold-out arenas. With his trademark wit – and unrivalled access – Paul delivers the definitive book on the fastest-growing entertainment phenomenon in the world today.
The Minds Behind the Games
Author: Patrick Hickey, Jr.
Publisher: McFarland
ISBN: 1476671109
Category : Games & Activities
Languages : en
Pages : 217
Book Description
Featuring interviews with the creators of 36 popular video games--including Deus Ex, Night Trap, Mortal Kombat, Wasteland and NBA Jam--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of all time. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
Publisher: McFarland
ISBN: 1476671109
Category : Games & Activities
Languages : en
Pages : 217
Book Description
Featuring interviews with the creators of 36 popular video games--including Deus Ex, Night Trap, Mortal Kombat, Wasteland and NBA Jam--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of all time. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
The Winners' Book of Video Games
Author: Craig Kubey
Publisher: Warner Books (NY)
ISBN: 9780446371155
Category : Games & Activities
Languages : en
Pages : 278
Book Description
Publisher: Warner Books (NY)
ISBN: 9780446371155
Category : Games & Activities
Languages : en
Pages : 278
Book Description
Superstars of Gaming
Author: Laura Hamilton Waxman
Publisher: Millbrook Press
ISBN: 172841041X
Category : Juvenile Nonfiction
Languages : en
Pages : 27
Book Description
The biggest stars of gaming draw in millions of dollars and fans. Some have become online celebrities! Meet the greatest streamers, creators, and players in this high/low look at the superstars of the gaming world.
Publisher: Millbrook Press
ISBN: 172841041X
Category : Juvenile Nonfiction
Languages : en
Pages : 27
Book Description
The biggest stars of gaming draw in millions of dollars and fans. Some have become online celebrities! Meet the greatest streamers, creators, and players in this high/low look at the superstars of the gaming world.
The Quantum Rose
Author: Catherine Asaro
Publisher: Open Road Media
ISBN: 1504090780
Category : Fiction
Languages : en
Pages : 446
Book Description
Winner of the Nebula Award, this science fiction adventure “features sound characterization, straightforward plotting, abundant world building detail, and almost as much humor” (Booklist). As the young ruler of a destitute province burdened by obsolete technology, Kamoj Argali must marry to save her people from starvation. She has managed to make peace with her betrothal to the arrogant leader of a wealthy neighboring province. Then Havyrl Lionstar, a mysterious visitor to their land, steps in to claim Kamoj as his wife, sowing chaos in their lives. In this science fictional retelling of a classic folk tale, Havryl appears as a beast to Kamoj’s people. But what is the truth behind his strange, erratic behavior? In dealing with the upheavals he brings to their world, Kamoj discovers that the universe is much larger than she ever understood. This new edition contains a revised, expanded version of the essay that appeared in the original book, in which Catherine Asaro explains how she found inspiration for The Quantum Rose while earning her doctorate at the Harvard-Smithsonian Center for Astrophysics, where she studied the quantum theory of scattering processes. “A freestanding page-turner as a romance, with a hard science fiction framework.” —Publishers Weekly “Bolsters [Asaro’s] reputation for skillfully putting classic romance elements in an sf setting.” —Booklist “Fans of futuristic romance will revel in the delights of a top notch romantic adventure set against an impeccably crafted, richly imagined background.” —Romantic Times “Sturdy and absorbing.” —Kirkus Reviews “Asaro plants herself firmly into that grand SF tradition of future history franchises favored by luminaries like Heinlen, Asimov, Herbert, Anderson, Dickson, Niven, Cherryh, and BaxterBaxter.” —Paul Di Filippo, Locus
Publisher: Open Road Media
ISBN: 1504090780
Category : Fiction
Languages : en
Pages : 446
Book Description
Winner of the Nebula Award, this science fiction adventure “features sound characterization, straightforward plotting, abundant world building detail, and almost as much humor” (Booklist). As the young ruler of a destitute province burdened by obsolete technology, Kamoj Argali must marry to save her people from starvation. She has managed to make peace with her betrothal to the arrogant leader of a wealthy neighboring province. Then Havyrl Lionstar, a mysterious visitor to their land, steps in to claim Kamoj as his wife, sowing chaos in their lives. In this science fictional retelling of a classic folk tale, Havryl appears as a beast to Kamoj’s people. But what is the truth behind his strange, erratic behavior? In dealing with the upheavals he brings to their world, Kamoj discovers that the universe is much larger than she ever understood. This new edition contains a revised, expanded version of the essay that appeared in the original book, in which Catherine Asaro explains how she found inspiration for The Quantum Rose while earning her doctorate at the Harvard-Smithsonian Center for Astrophysics, where she studied the quantum theory of scattering processes. “A freestanding page-turner as a romance, with a hard science fiction framework.” —Publishers Weekly “Bolsters [Asaro’s] reputation for skillfully putting classic romance elements in an sf setting.” —Booklist “Fans of futuristic romance will revel in the delights of a top notch romantic adventure set against an impeccably crafted, richly imagined background.” —Romantic Times “Sturdy and absorbing.” —Kirkus Reviews “Asaro plants herself firmly into that grand SF tradition of future history franchises favored by luminaries like Heinlen, Asimov, Herbert, Anderson, Dickson, Niven, Cherryh, and BaxterBaxter.” —Paul Di Filippo, Locus
Boom Town
Author: Sam Anderson
Publisher: Crown
ISBN: 0804137323
Category : Social Science
Languages : en
Pages : 455
Book Description
A brilliant, kaleidoscopic narrative of Oklahoma City—a great American story of civics, basketball, and destiny, from award-winning journalist Sam Anderson NAMED ONE OF THE BEST BOOKS OF THE YEAR BY The New York Times Book Review • NPR • Chicago Tribune • San Francisco Chronicle • The Economist • Deadspin Oklahoma City was born from chaos. It was founded in a bizarre but momentous “Land Run” in 1889, when thousands of people lined up along the borders of Oklahoma Territory and rushed in at noon to stake their claims. Since then, it has been a city torn between the wild energy that drives its outsized ambitions, and the forces of order that seek sustainable progress. Nowhere was this dynamic better realized than in the drama of the Oklahoma City Thunder basketball team’s 2012-13 season, when the Thunder’s brilliant general manager, Sam Presti, ignited a firestorm by trading future superstar James Harden just days before the first game. Presti’s all-in gamble on “the Process”—the patient, methodical management style that dictated the trade as the team’s best hope for long-term greatness—kicked off a pivotal year in the city’s history, one that would include pitched battles over urban planning, a series of cataclysmic tornadoes, and the frenzied hope that an NBA championship might finally deliver the glory of which the city had always dreamed. Boom Town announces the arrival of an exciting literary voice. Sam Anderson, former book critic for New York magazine and now a staff writer at the New York Times magazine, unfolds an idiosyncratic mix of American history, sports reporting, urban studies, gonzo memoir, and much more to tell the strange but compelling story of an American city whose unique mix of geography and history make it a fascinating microcosm of the democratic experiment. Filled with characters ranging from NBA superstars Kevin Durant and Russell Westbrook; to Flaming Lips oddball frontman Wayne Coyne; to legendary Great Plains meteorologist Gary England; to Stanley Draper, Oklahoma City's would-be Robert Moses; to civil rights activist Clara Luper; to the citizens and public servants who survived the notorious 1995 bombing of the Alfred P. Murrah federal building, Boom Town offers a remarkable look at the urban tapestry woven from control and chaos, sports and civics.
Publisher: Crown
ISBN: 0804137323
Category : Social Science
Languages : en
Pages : 455
Book Description
A brilliant, kaleidoscopic narrative of Oklahoma City—a great American story of civics, basketball, and destiny, from award-winning journalist Sam Anderson NAMED ONE OF THE BEST BOOKS OF THE YEAR BY The New York Times Book Review • NPR • Chicago Tribune • San Francisco Chronicle • The Economist • Deadspin Oklahoma City was born from chaos. It was founded in a bizarre but momentous “Land Run” in 1889, when thousands of people lined up along the borders of Oklahoma Territory and rushed in at noon to stake their claims. Since then, it has been a city torn between the wild energy that drives its outsized ambitions, and the forces of order that seek sustainable progress. Nowhere was this dynamic better realized than in the drama of the Oklahoma City Thunder basketball team’s 2012-13 season, when the Thunder’s brilliant general manager, Sam Presti, ignited a firestorm by trading future superstar James Harden just days before the first game. Presti’s all-in gamble on “the Process”—the patient, methodical management style that dictated the trade as the team’s best hope for long-term greatness—kicked off a pivotal year in the city’s history, one that would include pitched battles over urban planning, a series of cataclysmic tornadoes, and the frenzied hope that an NBA championship might finally deliver the glory of which the city had always dreamed. Boom Town announces the arrival of an exciting literary voice. Sam Anderson, former book critic for New York magazine and now a staff writer at the New York Times magazine, unfolds an idiosyncratic mix of American history, sports reporting, urban studies, gonzo memoir, and much more to tell the strange but compelling story of an American city whose unique mix of geography and history make it a fascinating microcosm of the democratic experiment. Filled with characters ranging from NBA superstars Kevin Durant and Russell Westbrook; to Flaming Lips oddball frontman Wayne Coyne; to legendary Great Plains meteorologist Gary England; to Stanley Draper, Oklahoma City's would-be Robert Moses; to civil rights activist Clara Luper; to the citizens and public servants who survived the notorious 1995 bombing of the Alfred P. Murrah federal building, Boom Town offers a remarkable look at the urban tapestry woven from control and chaos, sports and civics.
The NES Omnibus
Author: Brett Weiss
Publisher:
ISBN: 9780764360688
Category : Games & Activities
Languages : en
Pages : 400
Book Description
The NES Omnibus: The Nintendo Entertainment System and Its Games, Vol. 1 (A-L), covers the first half of the NES library in exhaustive and engaging detail. More than 350 games are featured, including such iconic titles asCastlevania, Donkey Kong, Double Dragon, Duck Hunt, Final Fantasy, and The Legend of Zelda. Each game, whether obscure or mainstream, is given the spotlight. In addition to thorough gameplay descriptions, the book includes reviews, memories, historical data, quotes from vintage magazines, and, best of all, nostalgic stories about many of the games from programmers, authors, YouTube celebs, and other industry insiders. The book also features more than 1,500 full-color images, including box art, screenshots, and vintage ads.
Publisher:
ISBN: 9780764360688
Category : Games & Activities
Languages : en
Pages : 400
Book Description
The NES Omnibus: The Nintendo Entertainment System and Its Games, Vol. 1 (A-L), covers the first half of the NES library in exhaustive and engaging detail. More than 350 games are featured, including such iconic titles asCastlevania, Donkey Kong, Double Dragon, Duck Hunt, Final Fantasy, and The Legend of Zelda. Each game, whether obscure or mainstream, is given the spotlight. In addition to thorough gameplay descriptions, the book includes reviews, memories, historical data, quotes from vintage magazines, and, best of all, nostalgic stories about many of the games from programmers, authors, YouTube celebs, and other industry insiders. The book also features more than 1,500 full-color images, including box art, screenshots, and vintage ads.