Classic Home Video Games, 1985–1988

Classic Home Video Games, 1985–1988 PDF Author: Brett Weiss
Publisher: McFarland
ISBN: 1476601410
Category : Games & Activities
Languages : en
Pages : 287

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Book Description
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

Classic Home Video Games, 1989Ð1990 PDF Author: Brett Weiss
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 344

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Book Description
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.

The Golden Age of Video Games

The Golden Age of Video Games PDF Author: Roberto Dillon
Publisher: CRC Press
ISBN: 1439873240
Category : Computers
Languages : en
Pages : 218

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Book Description
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 epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene.

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes]

Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, 2nd Edition [3 volumes] PDF Author: Mark J. P. Wolf
Publisher: ABC-CLIO
ISBN: 1440870209
Category : Games & Activities
Languages : en
Pages : 1288

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Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. Explores games, people, events, and ideas that are influential in the industry, rather than simply discussing the history of video games Offers a detailed understanding of the variety of video games that have been created over the years Includes contributions from some of the most important scholars of video games Suggests areas of further exploration for students of video games

Encyclopedia of Video Games: A-L

Encyclopedia of Video Games: A-L PDF Author: Mark J. P. Wolf
Publisher: ABC-CLIO
ISBN: 031337936X
Category : Social Science
Languages : en
Pages : 763

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Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. * More than 300 A–Z cross-referenced and integrated entries, from Atari to Zelda * Dozens of screenshots and photographs * A "Further Reading" bibliography section is included with many entries

Debugging Game History

Debugging Game History PDF Author: Henry Lowood
Publisher: MIT Press
ISBN: 0262331950
Category : Games & Activities
Languages : en
Pages : 464

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Book Description
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

Encyclopedia of KISS

Encyclopedia of KISS PDF Author: Brett Weiss
Publisher: McFarland
ISBN: 1476625409
Category : Music
Languages : en
Pages : 236

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Book Description
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 Mötley Crüe 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.

Get Out of My Room!

Get Out of My Room! PDF Author: Jason Reid
Publisher: University of Chicago Press
ISBN: 022640935X
Category : History
Languages : en
Pages : 320

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Book Description
Teenage life is tough. You’re at the mercy of parents, teachers, and siblings, all of whom insist on continuing to treat you like a kid and refuse to leave you alone. So what do you do when it all gets to be too much? You retreat to your room (and maybe slam the door). Even in our era of Snapchat and hoverboards, bedrooms remain a key part of teenage life, one of the only areas where a teen can exert control and find some privacy. And while these separate bedrooms only became commonplace after World War II, the idea of the teen bedroom has been around for a long time. With Get Out of My Room!, Jason Reid digs into the deep historical roots of the teen bedroom and its surprising cultural power. He starts in the first half of the nineteenth century, when urban-dwelling middle-class families began to consider offering teens their own spaces in the home, and he traces that concept through subsequent decades, as social, economic, cultural, and demographic changes caused it to become more widespread. Along the way, Reid shows us how the teen bedroom, with its stuffed animals, movie posters, AM radios, and other trappings of youthful identity, reflected the growing involvement of young people in American popular culture, and also how teens and parents, in the shadow of ongoing social changes, continually negotiated the boundaries of this intensely personal space. Richly detailed and full of surprising stories and insights, Get Out of My Room! is sure to offer insight and entertainment to anyone with wistful memories of their teenage years. (But little brothers should definitely keep out.)

Clash of Realities 2015/16

Clash of Realities 2015/16 PDF Author: Clash of Realities
Publisher: transcript Verlag
ISBN: 3839440319
Category : Social Science
Languages : en
Pages : 638

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Book Description
Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.

Cognitive Prosthethics

Cognitive Prosthethics PDF Author: Maxime Derian
Publisher: Elsevier
ISBN: 0081027575
Category : Science
Languages : en
Pages : 348

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Book Description
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