Arcade Mania!

Arcade Mania!
Author :
Publisher : Kodansha
Total Pages : 200
Release :
ISBN-10 : STANFORD:36105132238739
ISBN-13 :
Rating : 4/5 (39 Downloads)

Synopsis Arcade Mania! by : ブライアンアッシュクラフト

Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta (game center). Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game. The tour begins with UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classics from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about each game, all lavishly illustrated with photographs and game graphics.

Arcade Britannia

Arcade Britannia
Author :
Publisher : MIT Press
Total Pages : 337
Release :
ISBN-10 : 9780262372350
ISBN-13 : 0262372355
Rating : 4/5 (50 Downloads)

Synopsis Arcade Britannia by : Alan Meades

The story of the British amusement arcade from the 1800s to the present. Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline. Arcade Britannia highlights the differences between British and North American arcades, especially in terms of the complex relationship between gambling and amusements. He also underlines Britain’s role in introducing coin-operated technologies into Europe, as well as the industry’s close links to America and, especially, Japan. He shows how the British arcade is a product of centuries of public play, gambling, entrepreneurship, and mechanization. Examining the arcade’s history through technological, social, cultural, biographic, and legislative perspectives, he describes a pendulum shift between control and liberalization, as well as the continued efforts of concerned moralists to limit and regulate public play. Finally, he recounts the impact on the industry of legislative challenges that included vicious taxation, questions of whether copyright law applied to video-game code, and the peculiar moment when every arcade game in Britain was considered a cinema.

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.

Japanese Tattoos

Japanese Tattoos
Author :
Publisher : Tuttle Publishing
Total Pages : 163
Release :
ISBN-10 : 9781462918591
ISBN-13 : 146291859X
Rating : 4/5 (91 Downloads)

Synopsis Japanese Tattoos by : Brian Ashcraft

Thinking of getting a Japanese-style tattoo? Want to avoid a permanent mistake? Japanese Tattoos is an insider's look at the world of Japanese irezumi (tattoos). Japanese Tattoos explains the imagery featured in Japanese tattoos so that readers can avoid getting ink they don't understand or, worse, that they'll regret. This photo-heavy book will also trace the history of Japanese tattooing, putting the iconography and kanji symbols in their proper context so readers will be better informed as to what they mean and have a deeper understanding of irezumi. Tattoos featured will range from traditional tebori (hand-poked) and kanji tattoos to anime-inspired and modern works--as well as everything in between. For the first time, Japanese tattooing will be put together in a visually attractive, informative, and authoritative way. Along with the 350+ photos of tattoos, Japanese Tattoos will also feature interviews with Japanese tattoo artists on a variety of topics. What's more, there will be interviews with clients, who are typically overlooked in similar books, allowing them to discuss what their Japanese tattoos mean to them. Those who read this informative tattoo guide will be more knowledgeable about Japanese tattoos should they want to get inked or if they are simply interested in Japanese art and culture.

Artcade

Artcade
Author :
Publisher : Bitmap Books Limited
Total Pages : 0
Release :
ISBN-10 : 0993012973
ISBN-13 : 9780993012976
Rating : 4/5 (73 Downloads)

Synopsis Artcade by : Tim Nicholls

Gamers who cut their teeth in the arcades will love this trip down memory lane. Artcade is a unique collection of coin-op cabinet marquees, some dating back 40 years to the dawn of video gaming. Originally acquired by Tim Nicholls from a Hollywood props company, this archive of marquees - many of which had suffered damage over time - have now been scanned and digitally restored to their former glory. The full collection of classic arcade cabinet artwork is presented here for the first time in this stunning landscape hardback book, and accompanied by interviews with artists Larry Day and the late Python Anghelo. Relive your mis-spent youth with artwork from dozens of coin-ops including Asteroid, Battlezone, Street Fighter II, Out Run, Moon Patrol, Gyruss, Q*Bert, Bubble Bobble and many more. Each marquee takes up a full double-page spread in the book, and is faithfully recreated using beautiful lithographic printing on the highest quality paper. Tim has spent over a thousand hours assembling the high-resolution scans, restoring the images in Photoshop and color-correcting them back to their vibrant, as-new appearance. The results of all that hard work are now available as a lasting record of the amazing artwork that adorned the arcades during the golden era of coin-op video gaming.

Game After

Game After
Author :
Publisher : MIT Press
Total Pages : 371
Release :
ISBN-10 : 9780262320184
ISBN-13 : 0262320185
Rating : 4/5 (84 Downloads)

Synopsis Game After by : Raiford Guins

A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.

Best Buds Together Fun

Best Buds Together Fun
Author :
Publisher : Penguin
Total Pages : 98
Release :
ISBN-10 : 9781101995167
ISBN-13 : 1101995165
Rating : 4/5 (67 Downloads)

Synopsis Best Buds Together Fun by : Jake Black

A super fun book based on Steven Universe, a hugely popular Cartoon Network show about Steven, an endearing, lovable boy with growing magical abilities, and the Crystal Gems, a trio of powerful women who watch over Steven and protect humankind from harm. Are you ready to join Steven and his crew on heroic adventures? Test your knowledge of all things Steven Universe with quizzes about the Crystal Gems and Beach City, try your hand at a job at the Donut Shop, and design your own game for the Funland Arcade. It's like you and Steven were destined to be best buds!

PC Mag

PC Mag
Author :
Publisher :
Total Pages : 422
Release :
ISBN-10 :
ISBN-13 :
Rating : 4/5 ( Downloads)

Synopsis PC Mag by :

PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.

Japanese Schoolgirl Confidential

Japanese Schoolgirl Confidential
Author :
Publisher : Tuttle Publishing
Total Pages : 208
Release :
ISBN-10 : 9781462914098
ISBN-13 : 1462914098
Rating : 4/5 (98 Downloads)

Synopsis Japanese Schoolgirl Confidential by : Brian Ashcraft

"The schoolgirl is the main driver of Japan's Gross National Cool, and Brian Ashcraft's book is the best source for those hoping to understand why." —Chris Baker, WIRED Magazine Japanese Schoolgirl Confidential takes you beyond the realm of everyday girls to the world of the iconic Japanese schoolgirl craze that is sweeping the globe. For years, Japanese schoolgirls have appeared in hugely-popular anime and manga series such as Dragon Ball, Sailor Moon, The Melancholy of Haruhi Suzumiya, and Blood: The Last Vampire. These girls are literally showing up everywhere—in movies, magazines, video games, advertising, and music. WIRED Magazine has kept an eye on the trends emerging from these stylish teens, following kick-ass schoolgirl characters in videogames like Street Fighter and assassin schoolgirls in movies like Quentin Tarantino's Kill Bill. By talking to Japanese women, including former and current J-Pop idols, well-known actresses, models, writers, and artists—along with famous Japanese film directors, historians and marketers—authors Brian Ashcraft and Shoko Ueda (who have both contributed to WIRED's "Japanese Schoolgirl Watch" columns) reveal the true story behind Japan's schoolgirl obsessions. You'll learn the origins of the schoolgirls' unusual attire, and how they are becoming a global brand used to sell everything from kimchi to insurance. In Japanese Schoolgirl Confidential, you'll discover: Sailor-suited pop-idols Cult movie vixens Schoolgirl shopping power The latest uniform fashions Japanese schoolgirls are a symbol of girl empowerment. Japanese Schoolgirl Confidential shows why they are so intensely cool. Don't miss this essential book on the Japanese youth culture craze that is driving today's pop culture worldwide. "Whether your preferred schoolgirl is more the upstanding heroine Sailor Moon or the vengeful, weapon-wielding Gogo Yubari of Quentin Tarantino's Kill Bill, Vol. 1, you'll come away well versed." —Publishers Weekly

It's All a Game

It's All a Game
Author :
Publisher : Macmillan
Total Pages : 296
Release :
ISBN-10 : 9781250082732
ISBN-13 : 1250082730
Rating : 4/5 (32 Downloads)

Synopsis It's All a Game by : Tristan Donovan

"[A] timely book...It’s All a Game provides a wonderfully entertaining trip around the board, through 4,000 years of game history."—The Wall Street Journal Board games have been with us longer than even the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, British journalist and renowned games expert Tristan Donovan opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games--from chess to Monopoly to Settlers of Catan, and more--have captured hearts and minds all over the world for generations.