Video Games FAQ: All That's Left to Know About Games and Gaming Culture
368Video Games FAQ: All That's Left to Know About Games and Gaming Culture
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Overview
Product Details
ISBN-13: | 9781617136306 |
---|---|
Publisher: | Rowman & Littlefield Publishers, Inc. |
Publication date: | 06/01/2017 |
Series: | FAQ Pop Culture |
Pages: | 368 |
Product dimensions: | 5.90(w) x 8.80(h) x 0.90(d) |
About the Author
Table of Contents
Foreword xi
Acknowledgments xiii
Introduction xv
Part 1 Origins
1 What Is a Video Game? Defining Terms 3
2 The "Cathode-Ray Tube Amusement Device": Goldsmith and Mann's Patent 7
3 Early Mainframe Games: The Making of Spacewar! 9
4 Prototypes for the Home: Baer's Brown Boxes 14
5 Pinball and Electromechanical Games: Arcades Before-Video Games 17
Part 2 An Industry Begins
6 Their Public Debut: The First Coin-Operated Video Games 23
7 Home Console Systems: The First Generation 27
8 Connecting Players: Networked Games on Mainframes 32
9 The Arcade Expands: Early Arcade Video Games 35
10 Separating the Game from the System: The Coming of the Cartridge 42
11 An Industry Crisis: The Crash of 1977 46
Part 3 The Golden Age
12 Home Console Systems: The Second Generation 55
13 Becoming Global: Video Games Spread to Other Countries 65
14 Notable Arcade Games of the Golden Age: Space Invaders, Asteroids, Pac-Man, BattleZone, Defender, and Donkey Kong 69
15 New Technological Innovations: Software and Hardware 81
16 Why Would We Need a Computer? Early Home Computer Games 95
17 More Companies, More Games: The Rise of Third-Party Development 99
18 Portable Gaming: Handheld Game Series and Systems 104
19 Dialing In: Early Online Games and Gaming 109
20 Read All About It: Home Computer Magazines and Video Game Magazines 113
21 No Longer New: The Novelty Wears Off 118
Part 4 Crash and Recovery
22 The Great North American Video Game Industry Crash: 1982-1985 123
23 A Failed Hope: Laserdisc Games 128
24 System Error: The Home Computer Market Stumbles 134
25 Home Console Systems: The Third Generation 137
26 Popular Franchises: The Worlds of Mario and Link 145
27 On to the Next Level: The Industry Recovers 150
Part 5 New Competition for the Arcade
28 Home Console Systems: The Fourth Generation 153
29 King of the Handheld Systems: Nintendo's Game Boy 163
30 New Innovations: At the Arcade and at Home 167
31 Games on Display: The Demoscenes of Europe 181
32 Violence in Video Games: Mortal Kombat and Other Controversies 184
33 The End of an Era: The Decline of the Arcade 187
Part 6 New Generations of Technology
34 Home Console Systems: The Fifth Generation 193
35 Online Gaming Grows: Games and the World Wide Web 202
36 Home Console Systems: The Sixth Generation 210
37 New Handheld Systems: Two Generations 220
38 Do It Yourself: Homebrew Games and Communities 226
Part 7 Global Gaming Culture
39 A Global Pastime: Worldwide Video Game Culture 230
40 Games Evolve: New Kinds of Games and Gaming 235
41 Home Console Systems: The Seventh Generation 247
42 Affecting How We Think: Games and Society 255
43 Remembering the Early Days: Games as Nostalgia 262
44 Games and Academia: Studying Video Games 267
45 Home Console Systems: The Eighth Generation 273
46 Blockbuster Games: Grand Theft Auto and Others 278
Part 8 Future Directions for Video Games
47 All the World's a Game: The Gamification Trend 283
48 Procedural Generation: Algorithmically Created Worlds in Video Games 288
49 Extending User Experiences: New Hardware and Interfaces 295
50 Next Generations: The Future of Video Games 300
Bibliography 305
Index 319