Tech is constantly progressing and changing. But have you ever stopped and wondered how it all started? In Pinball to Gaming Systems, discover how the pinball machine evolved into the massively multiplayer online gaming systems we have today. Engaging inquiry-based sidebars encourage young readers to think, create, guess, and ask questions about this technology. Book includes table of contents, glossary, index, author biographies, and sidebars.
Walter Day is the world's only electronic games referee. He runs the Twin Galaxies Intergalactic Scoreboard-the "official scoreboard for the world of video game and pinball playing." As the founder of organized video game playing, Day has judged contests and high scores submitted by arcades as far away as South Africa, Australia, Ireland and Japan. He has written the official rule book for video game and pinball playing sponsors two major contests every year to allow new players to enter the Official Video Game and Pinball Book of World Records.
Arcade video games have become one of the hottest collectibles around and this book features over 600 photos of the machines that filled arcades during the 1970s and '80s. Includes information about the manufacturers who produced these classic games, a section about video game collectibles, and information on how to start your own collection. Beginning collectors and long-time game enthusiasts alike are sure to enjoy this nostalgic and informative look at the world of arcade video games.
Have you ever played Super Mario Brothers, Donkey Kong, or The Legend of Zelda? Learn about Shigeru Miyamoto, the Japanese designer who created these famous games.
In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.
Listen to a short interview with Giles SladeHost: Chris Gondek | Producer: Heron & Crane If you've replaced a computer lately--or a cell phone, a camera, a television--chances are, the old one still worked. And chances are even greater that the latest model won't last as long as the one it replaced. Welcome to the world of planned obsolescence--a business model, a way of life, and a uniquely American invention that this eye-opening book explores from its beginnings to its perilous implications for the very near future. Made to Break is a history of twentieth-century technology as seen through the prism of obsolescence. America invented everything that is now disposable, Giles Slade tells us, and he explains how disposability was in fact a necessary condition for America's rejection of tradition and our acceptance of change and impermanence. His book shows us the ideas behind obsolescence at work in such American milestones as the inventions of branding, packaging, and advertising; the contest for market dominance between GM and Ford; the struggle for a national communications network, the development of electronic technologies--and with it the avalanche of electronic consumer waste that will overwhelm America's landfills and poison its water within the coming decade. History reserves a privileged place for those societies that built things to last--forever, if possible. What place will it hold for a society addicted to consumption--a whole culture made to break? This book gives us a detailed and harrowing picture of how, by choosing to support ever-shorter product lives we may well be shortening the future of our way of life as well.
Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.