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Arcade Mania!

Arcade Mania!
Author: ブライアンアッシュクラフト
Publisher: Kodansha
Total Pages: 200
Release: 2008-09-24
Genre: Games & Activities
ISBN:

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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: Alan Meades
Publisher: MIT Press
Total Pages: 337
Release: 2022-10-25
Genre: Games & Activities
ISBN: 0262372355

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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.


Japan Arcade Mania !

Japan Arcade Mania !
Author: Brian Ashcraft
Publisher:
Total Pages: 192
Release: 2009
Genre:
ISBN: 9782918272038

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" D'étages en étages et d'anecdotes en portraits, une excellente introduction aux salles d'arcade nippones ". Matthieu Hurel, gamekult.com. " Une invitation au voyage, un plongeon au coeur des salles d'arcade japonaises, ou image(s) et performance se cultivent avec une ferveur quasi-mystique ". Thierry Falcoz, rédacteur en chef vidéo, Nolife. " Plus encore qu'une plongée au coeur d'un monde que nous avons à peine effleuré en occident, ce tour des salles d'arcade nippones nous offre un regard enrichissant, à la fois pittoresque et lucide, sur une culture, des coutumes et un pays uniques ". Grégory Szryftgiser, Rahan, co-fondateur de Gameblof.fr.


Game After

Game After
Author: Raiford Guins
Publisher: MIT Press
Total Pages: 371
Release: 2014-01-24
Genre: Games & Activities
ISBN: 0262320185

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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.


It's All a Game

It's All a Game
Author: Tristan Donovan
Publisher: Thomas Dunne Books
Total Pages: 303
Release: 2017-05-30
Genre: Games & Activities
ISBN: 1250082722

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Renowned games expert Tristan Donovan opens the box on the incredible history and psychology of board games. With these compelling stories and characters, Donovan reveals why board games have captured hearts and minds all over the world for generations.


E-Learning and Games

E-Learning and Games
Author: Abdennour El Rhalibi
Publisher: Springer
Total Pages: 417
Release: 2019-07-16
Genre: Education
ISBN: 3030237125

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This book constitutes the refereed proceedings of the 12th International Conference on e-Learning and Games, EDUTAINMENT 2018, held in Xi’an, China, in June 2018. The 32 full and 32 short papers presented in this volume were carefully reviewed and selected from 85 submissions. The papers were organized in topical sections named: virtual reality and augmented reality in edutainment; gamification for serious game and training; graphics, imaging and applications; game rendering and animation; game rendering and animation and computer vision in edutainment; e-learning and game; and computer vision in edutainment.


Nintendo: Company and Its Founders

Nintendo: Company and Its Founders
Author: Mary Firestone
Publisher: ABDO
Total Pages: 114
Release: 2011-01-01
Genre: Juvenile Nonfiction
ISBN: 1617589675

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This title examines the remarkable lives of Fusajiro Yamauchi and his grandson Hiroshi Yamauchi and their work building the groundbreaking company Nintendo. Readers will learn about the Yamauchis’ backgrounds and education, as well as their early careers. Also covered is a look at how Nintendo operates, other key employees, and issues the company faces, such as developing new gaming software, facing competition, and expanding into global markets. Color photos, detailed maps, and informative sidebars accompany easy-to-read, compelling text. Features include a timeline, facts, additional resources, web sites, a glossary, a bibliography, and an index. Technology Pioneers is a series in Essential Library, an imprint of ABDO Publishing Company.


Super Mario

Super Mario
Author: Jeff Ryan
Publisher: Penguin
Total Pages: 226
Release: 2011-08-04
Genre: Business & Economics
ISBN: 1101517638

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The story of Nintendo's rise and the beloved icon who made it possible. Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: *Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. *Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. *The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.


PC Mag

PC Mag
Author:
Publisher:
Total Pages: 422
Release: 1996-01-09
Genre:
ISBN:

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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.


InfoWorld

InfoWorld
Author:
Publisher:
Total Pages: 88
Release: 1984-04-23
Genre:
ISBN:

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InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.