Digital Games as History

Digital Games as History
Title Digital Games as History PDF eBook
Author Adam Chapman
Publisher Routledge
Pages 289
Release 2016-05-05
Genre Games & Activities
ISBN 1317553853

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This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

History of Video Games

History of Video Games
Title History of Video Games PDF eBook
Author David Paris
Publisher Teacher Created Materials
Pages 51
Release 2016-08-01
Genre Juvenile Nonfiction
ISBN 1493835947

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Highlighting important milestones in video game history, this informational text examines the history of video games, from the very first computer game created in 1940, to modern-day games created for mobile platforms. Developed by Timothy Rasinski and Lori Oczkus, this book includes essential text features like an index, captions, glossary, and table of contents. The detailed sidebars, fascinating images, and Dig Deeper section prompt students to connect back to the text and encourage multiple readings. Check It Out! includes suggested resources for further reading. Aligned with state standards, this title features complex content appropriate for students preparing for college and career readiness.

A Brief History Of Video Games

A Brief History Of Video Games
Title A Brief History Of Video Games PDF eBook
Author Rich Stanton
Publisher Robinson
Pages 397
Release 2015-07-23
Genre Business & Economics
ISBN 1472118812

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'Stanton writes with terrific verve and precision . . . his understanding of the seductive pleasures of gaming takes us right to its heart.' Maria Bustillos, Times Literary Supplement 'The best overview book of the industry that I've read.' Andrew Liptak, io9 From the first wood-panelled Pong machines in California to the masterpieces of engineering that now sit in countless homes all over the world, A Brief History of Video Games reveals the vibrant history and culture of interactive entertainment. Above all, this is a book about the games - how the experience of playing has developed from simple, repetitive beginnings into a cornucopia of genres and styles, at once utterly immersive and socially engaging. With full-colour illustrations throughout, it shows how technological advances have transformed the first dots and dashes of bored engineers into sophisticated, responsive worlds that are endlessly captivating. As thrilling and surprising as the games it describes, this is an indispensable read for anyone serious about the business of having fun.

The History of Video Games

The History of Video Games
Title The History of Video Games PDF eBook
Author Charlie Fish
Publisher White Owl
Pages 305
Release 2021-05-30
Genre Technology & Engineering
ISBN 152677898X

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This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that’s now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview. Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you’ve ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite. But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.

History in Games

History in Games
Title History in Games PDF eBook
Author Martin Lorber
Publisher transcript Verlag
Pages 285
Release 2020-10-31
Genre Social Science
ISBN 3839454204

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Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.

The Ultimate History of Video Games, Volume 2

The Ultimate History of Video Games, Volume 2
Title The Ultimate History of Video Games, Volume 2 PDF eBook
Author Steven L. Kent
Publisher Crown
Pages 592
Release 2021-08-24
Genre Social Science
ISBN 1984825445

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The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.

Games of History

Games of History
Title Games of History PDF eBook
Author Apostolos Spanos
Publisher Routledge
Pages 200
Release 2021-06-13
Genre History
ISBN 1000397394

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Games of History provides an understanding of how games as artefacts, textual and visual sources on games and gaming as a pastime or a “serious” activity can be used as sources for the study of history. From the vast world of games, the book’s focus is on board and card games, with reference to physical games, sports and digital games as well. Considering culture, society, politics and metaphysics, the author uses examples from various places around the world and from ancient times to the present to demonstrate how games and gaming can offer the historian an alternative, often very valuable and sometimes unique path to the past. The book offers a thorough discussion of conceptual and material approaches to games as sources, while also providing the reader with a theoretical starting point for further study within specific thematic chapters. The book concludes with three case studies of different types of games and how they can be considered as historical sources: the gladiatorial games, chess and the digital game Civilization. Offering an alternative approach to the study of history through its focus on games and gaming as historical sources, this is the ideal volume for students considering different types of sources and how they can be used for historical study, as well as students who study games as primary or secondary sources in their history projects.