Video and Computer Game History

Discover the definitive books on video and computer game history, from classic home video games and iconic developers to the cultural impact of gaming. Explore standout titles like *The Ultimate History of Video Games* by Steve L. Kent and *Masters of Doom* by David Kushner, plus expert analysis from Mark J. P. Wolf—your curated guide to the evolution of interactive entertainment.

The Ultimate History of Video Games Cover
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The Ultimate History of Video Games

by Steve L. Kent

Traces the history and development of video games, providing information on the first games, influential developers, how the games have changed over the years, and the most popular games.
Arcade fever Cover
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Arcade fever

 

No summary available.
Smartbomb Cover
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Smartbomb

 

No summary available.
Dungeons and dreamers Cover
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Dungeons and dreamers

 

No summary available.
Entertainment in the cyber zone Cover
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Entertainment in the cyber zone

 

No summary available.
Game over Cover
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Game over

 

No summary available.
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Twisty Little Passages

 

No summary available.
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San Antonio uncovered

 

No summary available.
Masters of Doom Cover
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Masters of Doom

by David Kushner

"To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses--and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way." --Mark Leyner, author of I Smell Esther Williams Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history--Doom and Quake--until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry's greatest story, written by one of the medium's leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to theInternet to Columbine. This is a story of friendship and betrayal, commerce and artistry--a powerful and compassionate account of what it's like to be young, driven, and wildly creative.
The Medium of the Video Game Cover
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The Medium of the Video Game

by Mark J. P. Wolf

In this book, Mark J.P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium.
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From Sun Tzu to Xbox

 

No summary available.
Classic Home Video Games, 1972-1984 Cover
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Classic Home Video Games, 1972-1984

by Brett Weiss

This reference highlights popular video games of the 1970s and early 1980s, covering virtually every official U.S. release for programmable home game consoles of the pre-Nintendo NES era. The book is organized alphabetically by console brand, with encyclopedia-style entries for every game released for that console.
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Trigger happy

 

No summary available.
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Zap!

 

No summary available.
Joystick nation Cover
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Joystick nation

 

No summary available.
Revolutionaries at Sony Cover
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Revolutionaries at Sony

 

No summary available.
The Video Game Explosion Cover
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The Video Game Explosion

by Mark J. P. Wolf

This title traces the growth of video games, showing how they have become an integral part of popular culture today.
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Synthetic Worlds

 

No summary available.
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The inmates are running the asylum

 

No summary available.
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How we became posthuman

by N. Katherine Hayles

In this age of DNA computers and artificial intelligence, information is becoming disembodied even as the "bodies" that once carried it vanish into virtuality. While some marvel at these changes, envisioning consciousness downloaded into a computer or humans "beamed" Star Trek-style, others view them with horror, seeing monsters brooding in the machines. In How We Became Posthuman, N. Katherine Hayles separates hype from fact, investigating the fate of embodiment in an information age. Hayles relates three interwoven stories: how information lost its body, that is, how it came to be conceptualized as an entity separate from the material forms that carry it; the cultural and technological construction of the cyborg; and the dismantling of the liberal humanist "subject" in cybernetic discourse, along with the emergence of the "posthuman." Ranging widely across the history of technology, cultural studies, and literary criticism, Hayles shows what had to be erased, forgotten, and elided to conceive of information as a disembodied entity. Thus she moves from the post-World War II Macy Conferences on cybernetics to the 1952 novel Limbo by cybernetics aficionado Bernard Wolfe; from the concept of self-making to Philip K. Dick's literary explorations of hallucination and reality; and from artificial life to postmodern novels exploring the implications of seeing humans as cybernetic systems. Although becoming posthuman can be nightmarish, Hayles shows how it can also be liberating. From the birth of cybernetics to artificial life, How We Became Posthuman provides an indispensable account of how we arrived in our virtual age, and of where we might go from here.
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Persuasive technology

 

No summary available.
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Digital Korea

 

No summary available.
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Supercade

 

No summary available.
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High score!

 

No summary available.
The universal history of computing Cover
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The universal history of computing

 

No summary available.
Core memory Cover
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Core memory

 

No summary available.
On the Edge Cover
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On the Edge

 

No summary available.
iWoz: Computer Geek to Cult Icon Cover
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iWoz: Computer Geek to Cult Icon

 

No summary available.
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Apple Confidential 2.0

 

No summary available.
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iWoz

 

No summary available.
Revolution in the valley Cover
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Revolution in the valley

 

No summary available.