Classic Home Video Games 1972 1984

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Classic Home Video Games, 1972-1984

Author : Brett Weiss
Publisher : McFarland
Page : 317 pages
File Size : 46,8 Mb
Release : 2011-12-20
Category : Games & Activities
ISBN : 9780786487554

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Classic Home Video Games, 1972-1984 by Brett Weiss Pdf

This reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering virtually every official United States release for programmable home game consoles of the pre-Nintendo NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade, and Vectrex. Organized alphabetically by console brand, each chapter includes a history and description of the game system, followed by substantive entries for every game released for that console, regardless of when the game was produced. Each video game entry includes publisher/developer information and the release year, along with a detailed description and, frequently, the author's critique. An appendix lists "homebrew" titles that have been created by fans and amateur programmers and are available for download or purchase. Includes glossary, bibliography and index.

Classic Home Video Games, 1985-1988

Author : Brett Weiss
Publisher : McFarland
Page : 828 pages
File Size : 49,7 Mb
Release : 2012-11-12
Category : Games & Activities
ISBN : 9781476601410

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Classic Home Video Games, 1985-1988 by Brett Weiss Pdf

A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.

Classic Home Video Games, 1989Ð1990

Author : Brett Weiss
Publisher : McFarland
Page : 344 pages
File Size : 53,8 Mb
Release : 2012-03-08
Category : Games & Activities
ISBN : 9780786492312

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Classic Home Video Games, 1989Ð1990 by Brett Weiss Pdf

The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.–released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author’s critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein—Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.

Crash Course in Gaming

Author : Suellen S. Adams
Publisher : Bloomsbury Publishing USA
Page : 140 pages
File Size : 49,8 Mb
Release : 2013-11-25
Category : Language Arts & Disciplines
ISBN : 9781610690478

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Crash Course in Gaming by Suellen S. Adams Pdf

Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.

The Golden Age of Video Games

Author : Roberto Dillon
Publisher : CRC Press
Page : 220 pages
File Size : 49,9 Mb
Release : 2016-04-19
Category : Computers
ISBN : 9781040053607

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The Golden Age of Video Games by Roberto Dillon Pdf

This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epil

A History of Competitive Gaming

Author : Lu Zhouxiang
Publisher : Routledge
Page : 320 pages
File Size : 48,5 Mb
Release : 2022-05-13
Category : History
ISBN : 9781000588538

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A History of Competitive Gaming by Lu Zhouxiang Pdf

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.

Racing the Beam

Author : Nick Montfort,Ian Bogost
Publisher : MIT Press
Page : 193 pages
File Size : 47,7 Mb
Release : 2020-02-25
Category : Games & Activities
ISBN : 9780262539760

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Racing the Beam by Nick Montfort,Ian Bogost Pdf

A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.

Before the Crash

Author : Mark J. P. Wolf
Publisher : Wayne State University Press
Page : 270 pages
File Size : 54,7 Mb
Release : 2012-06-15
Category : Games & Activities
ISBN : 9780814337226

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Before the Crash by Mark J. P. Wolf Pdf

Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age.

Debugging Game History

Author : Henry Lowood,Raiford Guins
Publisher : MIT Press
Page : 465 pages
File Size : 50,8 Mb
Release : 2024-02-06
Category : Games & Activities
ISBN : 9780262551106

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Debugging Game History by Henry Lowood,Raiford Guins Pdf

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

Playing to Win

Author : Robert Alan Brookey,Thomas P. Oates
Publisher : Indiana University Press
Page : 260 pages
File Size : 53,9 Mb
Release : 2015-01-12
Category : Technology & Engineering
ISBN : 9780253015051

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Playing to Win by Robert Alan Brookey,Thomas P. Oates Pdf

In this era of big media franchises, sports branding has crossed platforms, so that the sport, its television broadcast, and its replication in an electronic game are packaged and promoted as part of the same fan experience. Editors Robert Alan Brookey and Thomas P. Oates trace this development back to the unexpected success of Atari's Pong in the 1970s, which provoked a flood of sport simulation games that have had an impact on every sector of the electronic game market. From golf to football, basketball to step aerobics, electronic sports games are as familiar in the American household as the televised sporting events they simulate. This book explores the points of convergence at which gaming and sports culture merge.

Encyclopedia of KISS

Author : Brett Weiss
Publisher : McFarland
Page : 236 pages
File Size : 54,5 Mb
Release : 2017-08-11
Category : Music
ISBN : 9781476625409

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Encyclopedia of KISS by Brett Weiss Pdf

The self-proclaimed "Hottest Band in the World," KISS is one of the most popular groups in the history of rock, having sold more than 100 million albums during their more than 40-year reign. With more gold albums than any other American band, they were inducted into the Rock and Roll Hall of Fame in 2014. KISS influenced a generation of musicians, from Garth Brooks and Motley Crue to Nirvana and the Red Hot Chili Peppers. The original leather-clad, makeup-wearing line-up--Ace "Spaceman" Frehley, Gene "Demon" Simmons, Paul "Starchild" Stanley and Peter "Catman" Criss--and their classic hits "Beth" and "Rock and Roll All Nite" are forever etched in pop culture consciousness. This encyclopedia of all things KISS provides detailed information on their songs, albums, tours, television and movie appearances, merchandise, solo work and much more, including replacement members Eric Carr, Vinnie Vincent, Bruce Kulick, Mark St. John, Eric Singer and Tommy Thayer.

Advanced Technologies, Systems, and Applications VI

Author : Naida Ademović,Edin Mujčić,Zlatan Akšamija,Jasmin Kevrić,Samir Avdaković,Ismar Volić
Publisher : Springer Nature
Page : 803 pages
File Size : 50,5 Mb
Release : 2021-11-16
Category : Technology & Engineering
ISBN : 9783030900557

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Advanced Technologies, Systems, and Applications VI by Naida Ademović,Edin Mujčić,Zlatan Akšamija,Jasmin Kevrić,Samir Avdaković,Ismar Volić Pdf

This book presents the innovative and interdisciplinary application of advanced technologies. It includes the scientific outcomes and results of the conference 12th Day of Bosnian-Herzegovinian American Academy of Art and Sciences held in Mostar, Bosnia, and Herzegovina, June 24-27, 2021. The latest developments in various fields of engineering have been presented through various papers in civil engineering, mechanical engineering, computing, electrical and electronics engineering, and others. A new session, Sustainable Urban Development: Designing Smart, Inclusive and Resilient Cities, was organized, enabling experts in this field to exchange their knowledge and expertise.

Hot Tubs and Pac-Man

Author : Anne Ladyem McDivitt
Publisher : Walter de Gruyter GmbH & Co KG
Page : 148 pages
File Size : 43,6 Mb
Release : 2020-10-12
Category : History
ISBN : 9783110668575

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Hot Tubs and Pac-Man by Anne Ladyem McDivitt Pdf

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.

Cognitive Prosthethics

Author : Maxime Derian
Publisher : Elsevier
Page : 348 pages
File Size : 48,5 Mb
Release : 2018-11-22
Category : Science
ISBN : 9780081027578

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Cognitive Prosthethics by Maxime Derian Pdf

Prosthetic Digital Devices in the Human Body provides a synthetic point-of-view on the different possibilities offered by these implantable tools. Implanting a digital device to provide healthcare isn’t just science-fiction anymore. Since the first pacemakers were surgically implanted in humans 60 years ago, there has been a significant increase in the different types of digital devices added to the body for eHealth purposes. This book comprehensively covers the latest technologies and their applications. Presents a complete review of the field of computerized human prosthetics Drawn from research conducted over 6 years and from 2 post doctoral surveys conducted at renowned institutions in France and Japan (Sorbonne University, CNRS, Tokyo Institute of technology) Provides an interdisciplinary approach, combining anthropology, sociology, psychology and philosophy

Classic Video Games

Author : Brian R. Eddy
Publisher : Bloomsbury Publishing
Page : 113 pages
File Size : 40,9 Mb
Release : 2012-07-20
Category : Antiques & Collectibles
ISBN : 9781782001003

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Classic Video Games by Brian R. Eddy Pdf

In the early 1970s, video arcade games sprung to life in the form of Pong, Space Invaders, Asteroids, and Pac-Man, and if you were lucky enough to have an Atari system you could play Frogger or Galaga at home. By the 1980s, arcade and video games were entrenched as a pop culture phenomenon and were ubiquitous. But as quickly as the form took flight it began to change with the advent of hand-held games and more sophisticated home-gaming. Brian Eddy here traces the evolution of arcade video games, giving readers an inside look at the stratospheric rise-and transformation-of the industry.