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"Games History."
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1001 video games you must play before you die
Gaming magazine authors from around the globe present a chronological yet qualitative history of the video game, with insight into the development, popularity, and influence of games that can't be missed.
The Aesthetic of Play
2015
The impulse toward play is very ancient, not only pre-cultural but pre-human; zoologists have identified play behaviors in turtles and in chimpanzees. Games have existed since antiquity; 5,000-year-old board games have been recovered from Egyptian tombs. And yet we still lack a critical language for thinking about play. Game designers are better at answering small questions (\"Why is this battle boring?\") than big ones (\"What does this game mean?\"). In this book, the game designer Brian Upton analyzes the experience of play -- how playful activities unfold from moment to moment and how the rules we adopt constrain that unfolding. Drawing on games that range from Monopoly to Dungeons & Dragons to Guitar Hero, Upton develops a framework for understanding play, introducing a set of critical tools that can help us analyze games and game designs and identify ways in which they succeed or fail.Upton also examines the broader epistemological implications of such a framework, exploring the role of play in the construction of meaning and what the existence of play says about the relationship between our thoughts and external reality. He considers the making of meaning in play and in every aspect of human culture, and he draws on findings in pragmatic epistemology, neuroscience, and semiotics to describe how meaning emerges from playful engagement. Upton argues that play can also explain particular aspects of narrative; a play-based interpretive stance, he proposes, can help us understand the structure of books, of music, of theater, of art, and even of the process of critical engagement itself.
Coin-Operated Americans
2015
Video gaming: it's a boy's world, right? That's what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry's craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade.
From the dawn of the golden age of video games with the launch of Atari'sPongin 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade,Coin-Operated Americansexplores the development and implications of the \"video gamer\" as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming's first moral panic, generated by Exidy'sDeath Race(1976), an unlicensed adaptation of the filmDeath Race 2000. And it ventures into the realm of video game films such asTronandWarGames, in which gamers become brilliant, boyish heroes.
Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys.
A case study of this once emergent and now revived medium became the presumed enclave of boys and young men,Coin-Operated Americansis history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games-and in the digital working world beyond.
The nostalgia nerd's retro tech : computers, consoles & games : all the greatest old systems from Atari to Xbox
\"This book celebrates the most exciting period in the history of technology--the arrival of the home computer and home gaming console. For a time, an ever-changing array of different companies fought for supremacy, leaving a lasting legacy of great gameplay and surreal design we'll never experience again. At the same time the games market went through a swell of creativity, from Pong, through an age of bedroom-based programmers and unique gaming experiences, through to the age of Mario and Sonic, Street Fighter and Doom. Nothing seemed impossible. Featuring reviews and screenshots of nostalgic games, and stunning studio photography of the computers that are imprinted on a generation's minds, this book will bring joy to the heart of anyone who grew up in the 80s or early 90s.\"-- Provided by publisher.
Wargames
Where did wargames come from? Who participated in them, and why? How is their development related to changes in real-life warfare? Which aspects of war did they capture, which ones did they leave out, how, and why? What do they tell us about the conduct of war in the times and places where they were played? How useful are they in training and preparation for war? Why are some so much more popular than others, and how do men and women differ in their interest? Starting with the combat of David versus Goliath, passing through the gladiatorial games, tournaments, trials by battle, duels, and board games such as chess, all the way to the latest simulations and computer games, this unique book traces the subject in all its splendid richness. As it does so, it provides new and occasionally surprising insights into human nature.
A history of videogames : in 14 consoles, 5 computers, 2 arcade cabinets ... and an Ocarina of time
Most people have played videogames, whether it was Pong on a black and white television or roaming the streets hunting AR creatures in Pokemon Go. The story of videogames is a fascinating one, encompassing hardware, software, games, equipment and more, and A History of Videogames charts this story.0Written by the experts from an award-winning interactive museum with contributions from some of the most important people in the videogame industry. For everyone with an interest in videogames, whether they are a casual Clash of Clans fan, a Call of Duty expert marksman or a fully-fledged FIFA champion. Older players will weep with nostalgia as they see the objects and games from their youth, and the new generation will wonder how people ever managed to play with such blocky graphics and weird concepts!
Racing the Beam
by
Montfort, Nick
,
Bogost, Ian
in
Atari 2600 (Video game console)
,
Computer games
,
Computer games -- Programming
2009
The Atari Video Computer System dominated the home video game market so completely that \"Atari\" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.
Video game of the year : a year-by-year guide to the best, boldest, and most bizarre games from every year since 1977
\"For each of the 40 years of video game history, there is a defining game, a game that captured the zeitgeist and left a legacy for all games that followed. Through a series of entertaining, informative, and opinionated critical essays, author and tech journalist Jordan Minor investigates, in chronological order, the innovative, genre-bending, and earth-shattering games from 1977 through 2022. Minor explores development stories, critical reception, and legacy, and also looks at how gaming intersects with and eventually influences society at large while reveling in how uniquely and delightfully bizarre even the most famous games tend to be\"-- Provided by publisher.
The evolution and social impact of video game economics
2017,2020
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.