02620nam a2200373Ia 4500001001500000003000800015005001700023006001900040007000700059008004100066020003200107040002100139090002400160092001600184100002100200245015700221260005400378300005600432500002700488504006400515505070000579520054601279530003701825538003601862650002601898650003101924650002901955650002601984655002802010700001702038776001802055856015602073999001702229AKP0KE13516PDFFlBoTFG20171224123522.0m|||||o||d||||||||cr||||110525s2011 fluaf sb 001 0 eng d a9781439873243 (ebook : PDF) aFlBoTFGcFlBoTFG aGV1469.3b.D55 2011 a794.8bD5791 aDillon, Roberto.14aThe golden age of video gamesh[electronic resource] :bthe birth of a multi-billon dollar industry /cRoberto Dillon ; [with a foreword by Ted Dabney]. aBoca Raton, Fla. :bA.K. Peters/CRC Press,c2011. axxvi, 183 p., [8] p. of plates :bill. (some col.). a"An A.K. Peters book." aIncludes bibliographical references (p. 171-172) and index.0 aThe beginning -- The first commercial game and the first home console -- Atari, Pong, and the Jackals -- Pong goes home -- Home consoles -- Meanwhile, in Japan ... -- Computers go home too! -- Games that pushed boundaries I -- 1983 : the crash -- Computers, computers, computers -- Atari and Commodore : from here, where? -- Nintendo gives consoles an extra life : the NES, ROB, and Super Mario -- New competition : the Sega master system -- Games that pushed boundaries II -- The beginning of a new era -- New generations with some of the same old problems -- 1991 : Sony and Nintendo? -- The PC becomes gaming mature -- Games that pushed boundaries III -- Game over -- Press start to continue. a"This book focuses on the history of video games, consoles, and home computers from the very beginning until the mid-nineties, which started a new era in digital entertainment. The text features the most innovative games and introduces the pioneers who developed them. It offers brief analyses of the most relevant games from each time period. An epilogue covers the events and systems that followed this golden age while the appendices include a history of handheld games and an overview of the retro-gaming scene"--cProvided by publisher. aAlso available in print edition. aMode of access: World Wide Web. 0aVideo gamesxHistory. 0aElectronic gamesxHistory. 0aComputer gamesxHistory. 0aVideo games industry. 7aElectronic books.2lcsh1 aDabney, Ted.1 z978143987323640uhttp://marc.crcnetbase.com/isbn/9781439873243qapplication/PDFzDistributed by publisher. Purchase or institutional license may be required for access. c15152d15152