Pre-War Consoles
Author : Mark V. Stein
Publisher :
Page : 0 pages
File Size : 43,94 MB
Release : 2000-08
Category : Radio
ISBN : 9780964795334
Author : Mark V. Stein
Publisher :
Page : 0 pages
File Size : 43,94 MB
Release : 2000-08
Category : Radio
ISBN : 9780964795334
Author : Blake J. Harris
Publisher : Harper Collins
Page : 683 pages
File Size : 33,39 MB
Release : 2014-05-13
Category : Business & Economics
ISBN : 0062276719
Now a documentary on CBS All Access. Following the success of The Accidental Billionaires and Moneyball comes Console Wars—a mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the video game industry. In 1990, Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo. The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan. Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It’s the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry. A best book of the year: NPR, Slate, Publishers Weekly, Goodreads
Author :
Publisher :
Page : 152 pages
File Size : 10,12 MB
Release : 1946-10-05
Category :
ISBN :
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.
Author :
Publisher :
Page : 160 pages
File Size : 10,26 MB
Release : 1946-10-12
Category :
ISBN :
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.
Author : Hubert Pleijsier
Publisher : Hal Leonard Corporation
Page : 276 pages
File Size : 35,1 MB
Release : 2008
Category : Music
ISBN : 9781574242270
(Reference). The vintage guitar collecting market continues to grow. This book is the first of its kind to report on Washburn guitars, mandolins, banjos and ukuleles made before 1940. It contains detailed information about more than 450 instrument styles, serial numbering schemes and estimated production totals. A gorgeous 32-page color photo section of the most collectibles will make this book a "must" for players and collectors alike.
Author :
Publisher :
Page : 168 pages
File Size : 28,9 MB
Release : 1946-08-17
Category :
ISBN :
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.
Author : Joseph E. Spann
Publisher : Centerstream Publications
Page : 306 pages
File Size : 32,66 MB
Release : 2011
Category : Music
ISBN : 1574242679
(Reference). Centerstream presents this detailed look at the inner workings of the famous musical instrument manufacturer of Kalamazoo, Michigan before World War II. For the first time, Gibson fans can learn about the employees who built the instruments, exactly where the raw materials came from, the identity of parts vendors, and how the production was carried out. The book explains Gibson's pre-World War II factory order number and serial number systems, and corrects longstanding chronological errors. Previously unknown information about every aspect of the operation is covered in-depth. Noted historian Joe Spann gathered firsthand info from pre-war employees, and had access to major Gibson document collections around the world. Long time Gibson experts, as well as casual collectors, will find this volume an indispensable addition to their reference shelf.
Author : Mark J. P. Wolf
Publisher : Wayne State University Press
Page : 270 pages
File Size : 42,97 MB
Release : 2012-06-15
Category : Games & Activities
ISBN : 0814337228
Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age. Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games’ lack of availability or their perceived "primitiveness" when compared to contemporary video games. In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period—from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry. Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.
Author :
Publisher :
Page : 128 pages
File Size : 10,7 MB
Release : 1949-05-21
Category :
ISBN :
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.
Author : Alfie Bown
Publisher : John Wiley & Sons
Page : 140 pages
File Size : 39,28 MB
Release : 2017-10-16
Category : Social Science
ISBN : 1509518061
From mobile phones to consoles, tablets and PCs, we are now a generation of gamers. The PlayStation Dreamworld is – to borrow a phrase from Slavoj Zizek – the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace – a powerful arena for constructing our desires – or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.