000 | 02620nam a2200373Ia 4500 | ||
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001 | AKP0KE13516PDF | ||
003 | FlBoTFG | ||
005 | 20171224123522.0 | ||
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007 | cr|||| | ||
008 | 110525s2011 fluaf sb 001 0 eng d | ||
020 | _a9781439873243 (ebook : PDF) | ||
040 |
_aFlBoTFG _cFlBoTFG |
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090 |
_aGV1469.3 _b.D55 2011 |
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092 |
_a794.8 _bD579 |
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100 | 1 | _aDillon, Roberto. | |
245 | 1 | 4 |
_aThe golden age of video games _h[electronic resource] : _bthe birth of a multi-billon dollar industry / _cRoberto Dillon ; [with a foreword by Ted Dabney]. |
260 |
_aBoca Raton, Fla. : _bA.K. Peters/CRC Press, _c2011. |
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300 |
_axxvi, 183 p., [8] p. of plates : _bill. (some col.). |
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500 | _a"An A.K. Peters book." | ||
504 | _aIncludes bibliographical references (p. 171-172) and index. | ||
505 | 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. | |
520 |
_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. |
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530 | _aAlso available in print edition. | ||
538 | _aMode of access: World Wide Web. | ||
650 | 0 |
_aVideo games _xHistory. |
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650 | 0 |
_aElectronic games _xHistory. |
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650 | 0 |
_aComputer games _xHistory. |
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650 | 0 | _aVideo games industry. | |
655 | 7 |
_aElectronic books. _2lcsh |
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700 | 1 | _aDabney, Ted. | |
776 | 1 | _z9781439873236 | |
856 | 4 | 0 |
_uhttp://marc.crcnetbase.com/isbn/9781439873243 _qapplication/PDF _zDistributed by publisher. Purchase or institutional license may be required for access. |
999 |
_c15152 _d15152 |