There are few kids who don't enjoy home video games, but do they know who invented the first one? Readers learn about Ralph Baer's life and the first home video games ever made. Readers will invent their own game, too.
"A picture book biography of Ralph Baer, nicknamed "The Father of Videogames," which shows how a great inventor found a way to transform the early television set into a vehicle for gaming"--
A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.
An engaging picture book biography based on the incredible true story of a Jewish refugee who pioneered home video games and launched a worldwide obsession. Do you ever wonder how video gaming was invented? What came before your PlayStation or Xbox? This is the story of Ralph Baer, a refugee from Nazi Germany, who used his skills--and a lot of ingenuity and persistence--to make life a little more fun. Television was new when Ralph returned from serving in World War II, but he didn't settle for watching TV. He knew it could be even more fun if you could play with it. He tinkered and tested, got help and rejected, but with perseverance and skill, he made his vision come true! This is the inspiring story of a fearless inventor who made TV video games a reality.
The companion book to an upcoming museum exhibition of the same name, Places of Invention seeks to answer timely questions about the nature of invention and innovation: What is it about some places that sparks invention and innovation? Is it simply being at the right place at the right time, or is it more than that? How does “place”—whether physical, social, or cultural—support, constrain, and shape innovation? Why does invention flourish in one spot but struggle in another, even very similar location? In short: Why there? Why then? Places of Invention frames current and historic conversation on the relationship between place and creativity, citing extensive scholarship in the area and two decades of investigation and study from the National Museum of American History’s Lemelson Center for the Study of Invention and Innovation. The book is built around six place case studies: Hartford, CT, late 1800s; Hollywood, CA, 1930s; Medical Alley, MN, 1950s; Bronx, NY,1970s; Silicon Valley, CA, 1970s–1980s; and Fort Collins, CO, 2010s. Interspersed with these case studies are dispatches from three “learning labs” detailing Smithsonian Affiliate museums’ work using Places of Invention as a model for documenting local invention and innovation. Written by exhibition curators, each part of the book focuses on the central thesis that invention is everywhere and fueled by unique combinations of creative people, ready resources, and inspiring surroundings. Like the locations it explores, Places of Invention shows how the history of invention can be a transformative lens for understanding local history and cultivating creativity on scales of place ranging from the personal to the national and beyond.
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.