The Game Console 2.0

The Game Console 2.0
Author :
Publisher : No Starch Press
Total Pages : 314
Release :
ISBN-10 : 9781718500617
ISBN-13 : 1718500610
Rating : 4/5 (17 Downloads)

Synopsis The Game Console 2.0 by : Evan Amos

This revised and expanded second edition of the bestselling The Game Console contains brand new content, with coverage of 50 more consoles, variants, and accessories in 50 added pages. The Game Console 2.0 is a gorgeous coffee table book for geeks and gamers that brings together highly detailed photos of more than 100 video game consoles and their electronic interiors spanning nearly five decades. Revised and updated since the first edition’s celebrated 2018 release, The Game Console 2.0 is an even bigger archival collection of vividly detailed photos of more than 100 video-game consoles. This ultimate archive of gaming history spans five decades and nine distinct generations, chronologically covering everything from market leaders to outright failures, and tracing the gaming industry’s rise, fall, and monumental resurgence. The book’s 2nd edition features more classic game consoles and computers, a section on retro gaming in the modern era, and dozens of new entries — including super-rare finds, such the Unisonic Champion 2711, and the latest ninth-generation consoles. You’ll find coverage of legendary systems like the Magnavox Odyssey, Atari 2600, NES, and the Commodore 64; systems from the ‘90s and 2000s; modern consoles like the Nintendo Switch, Xbox Series X|S, and PlayStation 5; and consoles you never knew existed. Get a unique peek at the hardware powering the world’s most iconic video-game systems with The Game Console 2.0 — the perfect gift for geeks of all stripes and every gamer’s must-have coffee-table book.

A History of Xbox

A History of Xbox
Author :
Publisher : Christopher Bish
Total Pages : 23
Release :
ISBN-10 :
ISBN-13 :
Rating : 4/5 ( Downloads)

Synopsis A History of Xbox by : Christopher Bish

The book takes readers on an enthralling ride, starting with the ambitious beginnings of the original Xbox, Microsoft's first foray into the gaming world. It traces the challenges, triumphs, and pivotal moments that shaped the console's evolution, including the competitive battle with established players and the revolutionary launch of Xbox Live, which redefined multiplayer gaming.

Opening the XBox

Opening the XBox
Author :
Publisher : Prima Lifestyles
Total Pages : 400
Release :
ISBN-10 : STANFORD:36105117980495
ISBN-13 :
Rating : 4/5 (95 Downloads)

Synopsis Opening the XBox by : Dean Takahashi

Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?".

Cosplay: A History

Cosplay: A History
Author :
Publisher : Simon and Schuster
Total Pages : 368
Release :
ISBN-10 : 9781534455825
ISBN-13 : 1534455825
Rating : 4/5 (25 Downloads)

Synopsis Cosplay: A History by : Andrew Liptak

This look at the colorful and complex history of cosplay and fandom fashion examines the relationship between franchises and the cosplayers they inspire and the technology that helps bring the details of costumes to life.

A History of Competitive Gaming

A History of Competitive Gaming
Author :
Publisher : Routledge
Total Pages : 320
Release :
ISBN-10 : 9781000588538
ISBN-13 : 100058853X
Rating : 4/5 (38 Downloads)

Synopsis A History of Competitive Gaming by : Lu Zhouxiang

Competitive gaming, or esports – referring to competitive tournaments of video games among both casual gamers and professional players – began in the early 1970s with small competitions like the one held at Stanford University in October 1972, where some 20 researchers and students attended. By 2022 the estimated revenue of the global esports industry is in excess of $947 million, with over 200 million viewers worldwide. Regardless of views held about competitive gaming, esports have become a modern economic and cultural phenomenon. This book studies the full history of competitive gaming from the 1970s to the 2010s against the background of the arrival of the electronic and computer age. It investigates how competitive gaming has grown into a new form of entertainment, a sport-like competition, a lucrative business and a unique cultural sensation. It also explores the role of competitive gaming in the development of the video game industry, making a distinctive contribution to our knowledge and understanding of the history of video games. A History of Competitive Gaming will appeal to all those interested in the business and culture of gaming, as well as those studying modern technological culture.

Microsoft

Microsoft
Author :
Publisher : ABDO
Total Pages : 115
Release :
ISBN-10 : 9781532159732
ISBN-13 : 1532159730
Rating : 4/5 (32 Downloads)

Synopsis Microsoft by : Laura Lane

Microsoft examines the software company behind such ubiquitous products as the Windows operating system and the Office productivity suite, detailing how founders Bill Gates and Paul Allen grew the company from a two-person operation into a global leader in software. Features include a glossary, references, websites, source notes, and an index. Aligned to Common Core Standards and correlated to state standards. Essential Library is an imprint of Abdo Publishing, a division of ABDO.

Digital Games as History

Digital Games as History
Author :
Publisher : Routledge
Total Pages : 289
Release :
ISBN-10 : 9781317553854
ISBN-13 : 1317553853
Rating : 4/5 (54 Downloads)

Synopsis Digital Games as History by : Adam Chapman

This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.

The History of the GPU - New Developments

The History of the GPU - New Developments
Author :
Publisher : Springer Nature
Total Pages : 434
Release :
ISBN-10 : 9783031140471
ISBN-13 : 3031140478
Rating : 4/5 (71 Downloads)

Synopsis The History of the GPU - New Developments by : Jon Peddie

This third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes. In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones. Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.

The Ultimate History of Video Games, Volume 2

The Ultimate History of Video Games, Volume 2
Author :
Publisher : Crown
Total Pages : 592
Release :
ISBN-10 : 9781984825445
ISBN-13 : 1984825445
Rating : 4/5 (45 Downloads)

Synopsis The Ultimate History of Video Games, Volume 2 by : Steven L. Kent

The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.

The Evolution and Social Impact of Video Game Economics

The Evolution and Social Impact of Video Game Economics
Author :
Publisher : Lexington Books
Total Pages : 182
Release :
ISBN-10 : 9781498543422
ISBN-13 : 1498543421
Rating : 4/5 (22 Downloads)

Synopsis The Evolution and Social Impact of Video Game Economics by : Casey B. Hart

Today, consumers of video games spend over $22.4 billion each year; using more complex and multi-layered strategies, game developers attempt to extend the profitability of their products from a simple one-time sale, to continuous engagement with the consumer. The Evolution and Social Impact of Video Game Economics examines paradigmatic changes in the economic structure of the video game industry from a media effects and game design perspective. This book explores how game developers have changed how they engage players in order to facilitate continuous financial transactions. Contributors look from the advent of microtransactions and downloadable content (DLCs) to the impact of planned obsolescence, impulse buying, and emotional control. This collection takes a broad view of the game dynamics and market forces that drive the video game industry, and features international contributors from Asia, Europe, and Australia.