High score! : the illustrated history of electronic games

著者

    • DeMaria, Rusel
    • Wilson, Johnny L

書誌事項

High score! : the illustrated history of electronic games

Rusel DeMaria, Johnny L. Wilson

McGraw-Hill/Osborne, c2002

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注記

Includes index

内容説明・目次

内容説明

"...overflowing with color screenshots, package art, reproductions of old game ads, shots of old machines, and photos of collectibles. Every picture triggers another memory, and before long you're awash in blissful recollections..."--Computer Gaming World, August '02 "...300+ pages offer a visually compelling record of the origins and development of electronic entertainment, so buy it for the pictures of rare game boxes and screens... it's a great nostalgia trip for old-timers and a primer on the industry's storied past for the less ancient reader."--Computer Games, August '02 From pinball to PlayStation, this photo-packed volume chronicles the history of electronic games--which has become both a billion dollar industry as well as a cultural phenomenon. Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.

目次

Before the Beginning: A short tour of the prehistory of electronic games-including an homage to early pinball machines-and the key technological breakthroughs that made electronic gaming possible. Meet the earliest pioneers and experimenters who dreamed of using video screens for interactive entertainment. The 70s: Against the backdrop of a new era in social awareness and youth-oriented culture, the stage is set technologically for the birth of a new industry. Visionaries Ralph Baer and Nolan Bushnell lead the way, and Pong becomes a household word. The 80s: The electronic games industry is ready to rock and roll. While one hit follows another in the arcades, millions of homes across America are being invaded by Atari, Intellivision, and ColecoVision gaming systems. The personal computer and the floppy disk make it possible for anyone to become a game developer. The 90s: The CD-ROM, 3D graphics, and high-speed Internet access radically change the face of electronic gaming. New rivalries create rapidly escalating technologies, immersive realism, and a wide range of crossovers and tie-ins. Developmental budgets skyrocket, interactive games become very big business, and the companies themselves begin to merge and consolidate.

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詳細情報

  • NII書誌ID(NCID)
    BA58172592
  • ISBN
    • 0072224282
  • 出版国コード
    us
  • タイトル言語コード
    eng
  • 本文言語コード
    eng
  • 出版地
    Berkeley, Calif.
  • ページ数/冊数
    viii, 328 p.
  • 大きさ
    21 X 26 cm
  • 分類
  • 件名
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