Classic Home Video Games 1985 1988
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Classic Home Video Games 1985 1988
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Author : Brett Weiss
language : en
Publisher: McFarland
Release Date : 2012-03-21
Classic Home Video Games 1985 1988 written by Brett Weiss and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-03-21 with Games & Activities categories.
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 1985 1988
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Author : Brett Weiss
language : en
Publisher: McFarland
Release Date : 2012-11-12
Classic Home Video Games 1985 1988 written by Brett Weiss and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-11-12 with Games & Activities categories.
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 1989 1990
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Author : Brett Weiss
language : en
Publisher: McFarland
Release Date : 2012-03-08
Classic Home Video Games 1989 1990 written by Brett Weiss and has been published by McFarland this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-03-08 with Games & Activities categories.
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
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Author : Roberto Dillon
language : en
Publisher: CRC Press
Release Date : 2016-04-19
The Golden Age Of Video Games written by Roberto Dillon and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-04-19 with Computers categories.
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
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Author : Mark J. P. Wolf
language : en
Publisher: ABC-CLIO
Release Date : 2021-05-24
Encyclopedia Of Video Games The Culture Technology And Art Of Gaming 2nd Edition 3 Volumes written by Mark J. P. Wolf and has been published by ABC-CLIO this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-24 with Games & Activities categories.
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 M Z
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Author : Mark J. P. Wolf
language : en
Publisher: ABC-CLIO
Release Date : 2012
Encyclopedia Of Video Games M Z written by Mark J. P. Wolf and has been published by ABC-CLIO this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012 with Video games categories.
This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games.
Debugging Game History
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Author : Henry Lowood
language : en
Publisher: MIT Press
Release Date : 2016-06-03
Debugging Game History written by Henry Lowood and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-06-03 with Games & Activities categories.
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