They Create Worlds
The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982
- 586 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
They Create Worlds
The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982
About This Book
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20 th century, Alexander Smith's text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths.
Key Features:
- The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry.
-
- The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before.
-
- Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century.
-
- The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
-
Frequently asked questions
Information
1
Searching for Bobby Fischer
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Contents
- Acknowledgments
- Author
- Introduction
- Prologue: Genesis
- 1 Searching for Bobby Fischer
- 2 Shall We Play a (War) Game?
- 3 The Priesthood at Play
- 4 One, Two, Three, Four I Declare a Space War
- 5 The Stars Are Right
- 6 Pinball Wizards
- 7 Rising Sun
- 8 A Nutty Idea
- 9 1TL200: A Video Game Odyssey
- 10 Ping-Pong Diplomacy
- 11 The Day of the Jackal
- 12 These Violent Delights
- 13 Homeward Bound
- 14 Back to BASICs
- 15 These Are the Voyages
- 16 Micro Machines
- 17 Solid State of Mind
- 18 Breaking Out in Japan
- 19 Chasing the Silver Ball
- 20 Putting the F in Fun
- 21 Hey Stella
- 22 Meet Me at the Faire
- 23 Micronauts
- 24 Critical Role
- 25 Adventure Time
- 26 Power in the Palm of Your Hand
- 27 The King is Dead, Long Live the King!
- 28 Japanese Invaders
- 29 Deep Impact
- 30 Home Invasion
- 31 Intelligent Television
- 32 Active Television
- 33 Guardians of the Galaxy
- 34 Pac-Man Fever
- 35 Blue Skies
- Epilogue: A Date Which Will Live in Infamy
- List of Interviewees
- References and Bibliography
- Index