Atari Design

Atari Design PDF Author: Raiford Guins
Publisher: Bloomsbury Publishing
ISBN: 1474284531
Category : Design
Languages : en
Pages : 281

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Book Description
Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari's industrial and graphic designers contributed to the development of the video game machine. Innovative game design played a key role in the growth of Atari – from Pong to Asteroids and beyond – but fun, challenging and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in the coin-op machine's cabinet. Atari did not just make games, it designed products for environments. With “tasteful packaging”, Atari exceeded traditional locations like bars, amusement parks and arcades, developing the look and feel of their game cabinets for new locations such as fast food restaurants, department stores, country clubs, university unions, and airports, making game-play a ubiquitous social and cultural experience. By actively shaping the interaction between user and machine, overcoming styling limitations and generating a distinct corporate identity, Atari designed products that impacted the everyday visual and material culture of the late 20th century. Design was never an afterthought at Atari.

Atari Design

Atari Design PDF Author: Raiford Guins
Publisher: Bloomsbury Publishing
ISBN: 1474284531
Category : Design
Languages : en
Pages : 281

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Book Description
Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari's industrial and graphic designers contributed to the development of the video game machine. Innovative game design played a key role in the growth of Atari – from Pong to Asteroids and beyond – but fun, challenging and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in the coin-op machine's cabinet. Atari did not just make games, it designed products for environments. With “tasteful packaging”, Atari exceeded traditional locations like bars, amusement parks and arcades, developing the look and feel of their game cabinets for new locations such as fast food restaurants, department stores, country clubs, university unions, and airports, making game-play a ubiquitous social and cultural experience. By actively shaping the interaction between user and machine, overcoming styling limitations and generating a distinct corporate identity, Atari designed products that impacted the everyday visual and material culture of the late 20th century. Design was never an afterthought at Atari.

Art Of Atari

Art Of Atari PDF Author: Tim Lapetino
Publisher: Dynamite Entertainment
ISBN: 1524101060
Category : Art
Languages : en
Pages : 352

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Book Description
Atari is one of the most recognized names in the world. Since its formation in 1972, the company pioneered hundreds of iconic titles including Asteroids, Centipede, and Missile Command. In addition to hundreds of games created for arcades, home video systems, and computers, original artwork was specially commissioned to enhance the Atari experience, further enticing children and adults to embrace and enjoy the new era of electronic entertainment. The Art of Atari is the first official collection of such artwork. Sourced from private collections worldwide, this book spans over 40 years of the company's unique illustrations used in packaging, advertisements, catalogs, and more. Co-written by Robert V. Conte and Tim Lapetino, The Art of Atari includes behind-the-scenes details on how dozens of games featured within were conceived of, illustrated, approved (or rejected), and brought to life! Includes a special Foreword by New York Times bestseller Ernest Cline author of Armada and Ready Player One, soon to be a motion picture directed by Steven Spielberg. Whether you're a fan, collector, enthusiast, or new to the world of Atari, this book offers the most complete collection of Atari artwork ever produced!

Encyclopedia of Video Games [2 volumes]

Encyclopedia of Video Games [2 volumes] PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 991

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Book Description
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.

ATARI

ATARI PDF Author: Tim Lapetino
Publisher:
ISBN: 9783000580307
Category :
Languages : de
Pages :

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Book Description


InfoWorld

InfoWorld PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 76

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Book Description
InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.

Beyond Donkey Kong

Beyond Donkey Kong PDF Author: Ken Horowitz
Publisher: McFarland
ISBN: 1476641765
Category : Games & Activities
Languages : en
Pages : 274

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Book Description
Before the enormously successful NES console changed the video game landscape in the 1980s, Nintendo became famous for producing legendary arcade machines like Donkey Kong and Mario Bros. Drawing on original interviews, news reports and other documents, this book traces Nintendo's rise from a small business that made playing cards to the top name in the arcade industry. Twenty-eight game titles are examined in-depth, along with the people and events that defined the company for more than four decades.

Hackers

Hackers PDF Author: Steven Levy
Publisher: O'Reilly Media
ISBN: 1449393802
Category : Computers
Languages : en
Pages : 430

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Book Description
This 25th anniversary edition of Steven Levy's classic book traces the exploits of the computer revolution's original hackers -- those brilliant and eccentric nerds from the late 1950s through the early '80s who took risks, bent the rules, and pushed the world in a radical new direction. With updated material from noteworthy hackers such as Bill Gates, Mark Zuckerberg, Richard Stallman, and Steve Wozniak, Hackers is a fascinating story that begins in early computer research labs and leads to the first home computers. Levy profiles the imaginative brainiacs who found clever and unorthodox solutions to computer engineering problems. They had a shared sense of values, known as "the hacker ethic," that still thrives today. Hackers captures a seminal period in recent history when underground activities blazed a trail for today's digital world, from MIT students finagling access to clunky computer-card machines to the DIY culture that spawned the Altair and the Apple II.

Player vs. Monster

Player vs. Monster PDF Author: Jaroslav Svelch
Publisher: MIT Press
ISBN: 0262047756
Category : Games & Activities
Languages : en
Pages : 235

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Book Description
A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity.

Debugging Game History

Debugging Game History PDF Author: Henry Lowood
Publisher: MIT Press
ISBN: 0262034190
Category : Games & Activities
Languages : en
Pages : 465

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Book Description
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

The Apple II Age

The Apple II Age PDF Author: Laine Nooney
Publisher: University of Chicago Press
ISBN: 0226816532
Category : Computers
Languages : en
Pages : 381

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Book Description
An engrossing origin story for the personal computer—showing how the Apple II’s software helped a machine transcend from hobbyists’ plaything to essential home appliance. Skip the iPhone, the iPod, and the Macintosh. If you want to understand how Apple Inc. became an industry behemoth, look no further than the 1977 Apple II. Designed by the brilliant engineer Steve Wozniak and hustled into the marketplace by his Apple cofounder Steve Jobs, the Apple II became one of the most prominent personal computers of this dawning industry. The Apple II was a versatile piece of hardware, but its most compelling story isn’t found in the feat of its engineering, the personalities of Apple’s founders, or the way it set the stage for the company’s multibillion-dollar future. Instead, historian Laine Nooney shows, what made the Apple II iconic was its software. In software, we discover the material reasons people bought computers. Not to hack, but to play. Not to code, but to calculate. Not to program, but to print. The story of personal computing in the United States is not about the evolution of hackers—it’s about the rise of everyday users. Recounting a constellation of software creation stories, Nooney offers a new understanding of how the hobbyists’ microcomputers of the 1970s became the personal computer we know today. From iconic software products like VisiCalc and The Print Shop to historic games like Mystery House and Snooper Troops to long-forgotten disk-cracking utilities, The Apple II Age offers an unprecedented look at the people, the industry, and the money that built the microcomputing milieu—and why so much of it converged around the pioneering Apple II.