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Replay

Author: Tristan Donovan
Publisher: Yellow Ant Media Limited
ISBN: 9780956507204
Size: 26.41 MB
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A comprehensive overview of the evolution of video games covering topics such as, "Atari revolution;" "rise of cartridge-based consoles;" American video game industry; international video game industry; "Apple Mac;" "Nintendo Entertainment System;" Sega video games; PlayStation video games; and "girl gaming."

The Ultimate History Of Video Games

Author: Steven L. Kent
Publisher: Three Rivers Press
ISBN: 9780307560872
Size: 54.11 MB
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Inside the Games You Grew Up with but Never Forgot With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning. This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover: ·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire ·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick. From the Trade Paperback edition.

Feral Cities

Author: Tristan Donovan
Publisher: Chicago Review Press
ISBN: 1569760675
Size: 39.87 MB
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"[An] entertaining jaunt through city wildlife." —Kirkus Reviews We tend to think of cities as a realm apart, somehow separate from nature, but nothing could be further from the truth. In Feral Cities, Tristan Donovan digs below the urban gloss to uncover the wild creatures that we share our streets and homes with, and profiles the brave and fascinating people who try to manage them. Along the way readers will meet the wall-eating snails that are invading Miami, the boars that roam Berlin, and the monkey gangs of Cape Town. From feral chickens and carpet-roaming bugs to coyotes hanging out in sandwich shops and birds crashing into skyscrapers, Feral Cities takes readers on a journey through streets and neighborhoods that are far more alive than we often realize, shows how animals are adjusting to urban living, and asks what messages the wildlife in our metropolises have for us. Tristan Donovan is the author of two widely praised books, Replay: The History of Video Games and Fizz: How Soda Shook Up the World. His journalism has appeared in many major newspapers, magazines, and web sites. He has a degree in ecology.

Fizz

Author: Tristan Donovan
Publisher: Chicago Review Press
ISBN: 161374725X
Size: 21.91 MB
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The story of soda is the story of the modern world, a tale of glamorous bubbles, sparkling dreams, big bucks, miracle cures and spreading waistlines. Fizz! How Soda Shook Up The World charts soda's remarkable, world-changing journey from awe-inspiring natural mystery to ubiquitous presence in all our lives. Along the way you'll meet the quack medicine peddlers who spawned some of the world's biggest brands with their all-healing concoctions as well as the grandees of science and medicine mesmerized by the magic of bubbling water. You'll discover how fizzy pop cashed in on Prohibition, helped presidents reach the White House, and became public health enemy number one. You'll learn how Pepsi put the fizz in Apple's marketing and how soda's sticky sweet allure defined and built nations. And you'll find out how a soda-loving snail rewrote the law books. Fizz! tells the extraordinary tale of how a seemingly simple everyday refreshment zinged and pinged over our taste buds and, in doing so, changed the world around us. Tristan Donovan is the author of Replay: The History of Video Games. His work has appeared in the Times, Stuff, the Daily Telegraph, the Guardian, and the Big Issue, among others.

Atari Age

Author: Michael Z. Newman
Publisher: MIT Press
ISBN: 0262035715
Size: 73.86 MB
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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.

The Innovators

Author: Walter Isaacson
Publisher: Simon and Schuster
ISBN: 147670869X
Size: 16.16 MB
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A revelatory history of the people who created the computer and the internet discusses the process through which innovation happens in the modern world, citing the pivotal contributions of such figures as programming pioneer Ada Lovelace. By the author of Steve Jobs. 500,000 first printing.

Unlimited Replays

Author: William Gibbons
Publisher: Oxford University Press
ISBN: 0190265272
Size: 30.47 MB
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Classical music is everywhere in video games. Works by composers like Bach and Mozart fill the soundtracks of games ranging from arcade classics, to indie titles, to major franchises like BioShock, Civilization, and Fallout. Children can learn about classical works and their histories from interactive iPad games. World-renowned classical orchestras frequently perform concerts of game music to sold-out audiences. But what do such combinations of art and entertainment reveal about the cultural value we place on these media? Can classical music ever be video game music, and can game music ever be classical? Delving into the shifting and often contradictory cultural definitions that emerge when classical music meets video games, Replay Value offers a new perspective on the possibilities and challenges of trying to distinguish between art and pop culture in contemporary society.

I Quan Tum

Author: Christian Bullock
Publisher: Lulu.com
ISBN: 1300869348
Size: 31.18 MB
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I Quan-Tum is a book of Singularity Magick. It covers Ancient Civilizations. It discusses the upcoming Singularity. It bridges the gap between Ancient Astronaut Theory and Magick. It also covers Spells, the Charms of Making, and Psychic Creationism. It is a must read for anyone interested in Ancient Astronauts, Ancient Aliens, and Magick.