PDF Ebook The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World, by Steven L. Kent

Juli 27, 2019

PDF Ebook The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World, by Steven L. Kent

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The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World, by Steven L. Kent

The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World, by Steven L. Kent


The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World, by Steven L. Kent


PDF Ebook The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World, by Steven L. Kent

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The Ultimate History of Video Games: From Pong to Pokemon--The Story Behind the Craze That Touched Our Lives and Changed the World, by Steven L. Kent

From Publishers Weekly

In this rollicking, mammoth history of video games from pinball to Pong to Playstation II Kent, a technology journalist and self-professed video game addict, covers almost every conceivable aspect of the industry, from the technological leaps that made the games possible to the corporate power struggles that won (and lost) billions of dollars. Anecdotes are legion. Readers learn that early Atari, for example, had the corporate climate of a dot-com startup, with rampant drug use and meetings staged in outdoor hot tubs. The original name for Pac-Man turns out to be Puck-Man; its creators changed the name after worrying that vandals in arcades would replace the P with an F. In 1978, there were so many people playing Space Invaders in Japan that the game caused a national coin shortage. Kent meticulously documents the rise of home video games and the console wars of the past decade, when Sega, Nintendo, Sony and others raced to produce the fastest, most powerful game system. Also addressed is the public backlash of the '80s, when video games were thought to distract students from homework, and the '90s, when Doom and other violent games were linked to the massacre at Columbine High School. Along the way, Kent interviews virtually every key player in the industry. At times, Kent's comprehensiveness is exhausting 500-plus pages on video games may be a bit much, even for their most ardent admirers. But most often Kent's infectious enthusiasm is enough to carry the reader along. Equal parts oral history, engineering study, business memoir, game catalogue and Gen-X nostalgia trip, Kent's book is a loving tribute to one of the most dynamic (and profitable) industries in the world today. Copyright 2001 Cahners Business Information, Inc.

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From the Inside Flap

Inside the Games You Grew Up with but Never ForgotWith all the whiz, bang, pop, and shimmer of a glowing arcade. "The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like "Space Invaders, Centipede, and "Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover: -The video game that saved Nintendo from bankruptcy -The serendipitous story of Pac-Man's design -The misstep that helped topple Atari's $2 billion-a-year empire -The coin shortage caused by "Space Invaders -The fascinating reasons behind the rise, fall, and rebirth of Sega -And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

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Product details

Paperback: 624 pages

Publisher: Three Rivers Press; 1 edition (September 6, 2001)

Language: English

ISBN-10: 0761536434

ISBN-13: 978-0761536437

Product Dimensions:

7.3 x 1.2 x 9.1 inches

Shipping Weight: 2.3 pounds (View shipping rates and policies)

Average Customer Review:

4.5 out of 5 stars

207 customer reviews

Amazon Best Sellers Rank:

#183,275 in Books (See Top 100 in Books)

In many ways, this book may be misrepresented to people. Its not simply "hey, remember how awesome this game was?" type of book, nor does it look at games from a technical side (though technology is featured at times). This is more to do with the social impact of games. As such, it does not spend excessive time on the failed consoles, or failed games (though the exception can be made for the Atari-buster known as E.T.).Its a very useful book, I'm using it for a college class! Its probably the first 'text book' i'll actually look forward to keeping! The book is about as comprehinsive as one volume can be (and obviously, books like High Score and Game Over will complement this book). It is comprehensive, and exhaustive, as there are many excerpts from the people that made the games, and changed the world of home entertainment. A great book, when teamed up with a personal history of video games, this can shed some light on the people and events behind the games.

This is an excellent volume of video game history and well worth the read.However, be warned: It was published in 2001.I am writing this in May 2016. In 2001 the 6th generation of game consoles had only just been released. The Dreamcast was discontinued in 2001 but the more well-known members of this class; PS2, Gamecube, and the Xbox, were barely released before the end of the year.The 7th and current 8th generation of game consoles is not contained in this book. If you are looking for history of the recent generations, this is not the book you are looking to buy.Just be sure you know what you are buying.

I used this book for a class in college and I was deathly afraid the content was going to be boring and/or outdated. Thankfully it was neither and I was shocked how much I not only enjoyed the class, but loved reading the book! Obviously the history only goes so far but they did a great job of not outdating themselves. In fact you could read it now and still get a lot of great history! I recommend college professors to use this in their video game history classes more often or even if you're not in school, check this book out and get some phenomenal video game knowledge out of it!

I couldn't put this one down. It's a long book but I felt like it flew by. I appreciated the more in depth approach taken on the earlier history, as anything after the SNES era is in general less interesting to me, personally. I learned some stuff I hadn't picked up from other sources and picked up some more in depth knowledge on some topics I only knew a bit on. Being born in the mid-80s, this book did a great job at describing the feeling of the eras I wasn't around for. The book ended between the release of the PS2 and the Xbox which for me was a perfect ending point as the end of the Dreamcast, and hence the end of Sega hardware, is where my interest also ends.

Video games as a medium have been around for an extremely long time. Each console bringing it's own unique and memorable experiences to the plate. As the genre progresses and gains more recognition, it's all the more important that it's heritage be preserved for future generations to learn about. This is where "The Ultimate History Of Video Games" comes in. While other books devoted to gaming merely gloss over certain topics, "The Ultimate History Of Video Games" leaves absolutely no stone unturned and provides such an incredible wealth of information and detail that you'd swear you experienced it first hand. The book covers gaming from it's humble beginnings as mechanical games of chance all the way up to the introduction of the PS2, Gamecube, and XBOX.It also of course has several chapters devoted to the entirety of Atari's lifespan, dishing out more insight than you could ever hope to know. Like Nolan Bushnell (Atari's founder) stealing the idea for "Pong" from Ralph Baer (the creator of the Magnavox Odyssey) during a play through demonstration. The case was later taken to court and Atari had to pay Baer and Magnavox a small licensing fee. Apple founder Steve Jobs and his companion Woz were also present during the creation of the VCS/2600. Woz's re-design of the system was so incredibly tight that no one could duplicate it.So much is contained within this thick, "grade school sized" tome that is could have easily have been a book series, with each individual title devoted to a specific company's history. Mr. Kent did THAT good of a job on it. My only complaint is that sometimes the chapters feel a bit scattered. For instance, you could be reading about the historic crash of '82 and suddenly be learning about the creation of Donkey Kong and Activision. It's a mild gripe, but more thought should have been put into how the book was structured. Regardless, the book is an absolute necessity for any reader with even a passing interest in video games as a whole.

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