Inside the Games You Grew Up with but Never Forgot With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning. This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover: ·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire ·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.
REVIEW
Sorry....just a bit too dry Very Sad I wasted the money on this book.
It has some good factual material and seems to be complete...but comparing against other video game history books...this one is dry.
Very few black and white pictures...
This book will put you to sleep...sorry just not happy with this one.
Part tell-all, part cautionary tale, this emotionally charged memoir from a former video vixen nicknamed 'Superhead' goes beyond the glamour of celebrity to reveal the inner workings of the hip-hop dancer industry—from the physical and emotional abuse that's rampant in the industry, and which marked her own life—to the excessive use of drugs, sex and bling.
Once the sought-after video girl, this sexy siren has helped multi-platinum artists, such as Jay-Z, R. Kelly and LL Cool J, sell millions of albums with her sensual dancing. In a word, Karrine was H-O-T. So hot that she made as much as $2500 a day in videos and was selected by well-known film director F. Gary Gray to co-star in his film, A Man Apart, starring Vin Diesel. But the film and music video sets, swanky Hollywood and New York restaurants and trysts with the celebrities featured in the pages of People and In Touch magazines only touches the surface of Karrine Steffans' life.
Her journey is filled with physical abuse, rape, drug and alcohol abuse, homelessness and single motherhood—all by the age of 26. By sharing her story, Steffans hopes to shed light on an otherwise romanticised industry and help young women avoid the same pitfalls she encountered. If they're already in danger, she hopes to inspire them to find a way to dig themselves out of what she knows first-hand to be a cycle of hopelessness and despair.
REVIEW
Eye-Opening I must lift my hat to KS who had the guts to paper her life as a whore among hip hops' unfinest. This book is obviously a best seller not because of the writing skills of the author but because of the telling revelations so candily splattered from across the not too many pages. Honestly, I would have loved to hear a lot more of what she has to say.
The saying that all men are dogs seems indeed true. Married or not, these men were having their cake and eating it and paying dearly for it.
KS did good, she brought these scumbags out in the open for all the young girls to see that yes, it is true, you are just being used.
I wish KS all the best. She is indeed a troubled woman, rich but troubled nonetheless.
Bottomline is, if you are naive like I was about what goes on in the hip hop circles, this book will have your eyes wide open. I read it in one day.
There are other books about creating video games out there. Sure, they cover the basics. But The Ultimate Guide to Video Game Writing and Design goes way beyond the basics. The authors, top game designers, focus on creating games that are an involving, emotional experience for the gamer. Topics include integrating story into the game, writing the game script, putting together the game bible, creating the design document, and working on original intellectual property versus working with licenses. Finally, there’s complete information on how to present a visionary new idea to developers and publishers. Got game? Get The Ultimate Guide to Video Game Writing and Design.
REVIEW
The Ultimate Guide to Video Game Writing and Design The Ultimate Guide to Video Game Writing and Design balances the artistic and the technical sides of writing smoothly. The incorporation of writing exercises throughout coupled with examples in the back allows the fledgling writer to evaluate their own writing compared to the author's. The Ultimate Guide to Video Game Writing and Design starts with basics for an beginning writer, continues with the nitty gritty of game specific writing, and finishes with a valuable look into the business aspects of writing for video games. Over all The Ultimate Guide to Video Game Writing and Design is a comprehensive, easy-to-use tool for the first time writer and a great resource for the veteran as well.
James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop asense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.
REVIEW
Too long, too wordy, not worth the effort Not sure why the author who does make some good points, couldn't find a way to express those without trying to sound important. The writing style got between his message (which was interesting) and his delivery. I finished it, got some value, but in comparison to other authors, this was a letdown.
What doesn't have a video component nowadays? IPod, cell phone, computer, they all have video. And, of course, television which is a major source of our entertainment and information. Any engineer involved in designing, manufacturing, or testing video electronics needs this book!
Each edition of Video Demystified has sold thousands of copies and answered many questions for electrical engineers across the globe. This fifth edition will keep the engineer up-to-date with next-generation digital video formats - Blu-ray and HD-DVD, development of new audio and video codecs - Dolby Digital Plus, DTS-HD, etc. - along with the all the latest information on HDTV, HDMI and IPTV(TV over the Internet). All broadcast, cable, and satellite standards will be updated to reflect these new codecs and specifications. The book will also aid in the design of devices and infrastructures from analog to digital television transmission - with analog transmission ceasing in early 2009 or before.
*The next generation of digital video - Blu-ray and HD-DVD thoroughly introduced *All broadcast and satellite standards completely updated *Essential information for the upcoming transition of television signals from analog to digital
REVIEW
My Video Bible As a EE specializing in hardware development often related to video processing, I consider this my "Video Bible".
*Unique - Currently there are NO OTHER video game career guides with over 100 interviews from current, working game professionals. They are fully candid and give readers an unvarnished look inside the industry. The biggest secret? It's actually work. *Written by Insiders - The authors are a professional, registered Career Counselor and two game writers who have worked on over 1000 game reviews, 70 strategy guides, and scripted storylines for over five different video games. *Total Coverage - The authors will be interviewing over 100 professionals, all of them in different jobs within the video game industry. This will give readers a complete overview of what jobs there are in the industry and which ones may be suited to their talents. Rather than a vague list or a focus on programming and development, Paid to Play will blanket the various fields that are utilized in the world of video games.
REVIEW
How to get a real Gamer's job! This book gave me more insight about what the Gaming work world is like than all the other research I did my whole life.
This is an essential read for anyone who wants to design electronic games!
Nicely done! An excellent treatment on Video Poker. Gives, as all these guides do, a quick overview of what is involved in playing Video Poker. Then she delves into the deeper aspects of choice of game which is based on the printed paytable and its implied "expected return" and volatility level. You see some games while having very attractive payoffs for those very rare hands, require a substantially higher bankroll to play with a reasonable expectation of achieving the theoretical long-term payoff while others with lower payoffs (but more frequent) require less bankroll. Lots of tables are included containing all the really essential stuff sought after by the serious Video Poker player. Now if you are NOT a serious player, this book can still be a valuable investment because there are removable strategy cards at the end of the book covering all the most common machines. Those alone were worth the price of admission.
From pre-production to post, author Rob Reinhardt shares the techniques that make Adobe Flash a powerful tool for sharing video over the Web. With sections on capturing and encoding video, creating and using cue points, working with transparency, and deploying and delivering optimal quality, he covers the information that users need to get started, and then goes in-depth to bring his readers to expert status quickly.
REVIEW
Just what I was looking for My company bought other Flash Video books, but this book had the ActionScript 3.0 code I was looking for. The DVD included with the book rocks--I've always wanted to test HD footage in Flash, but didn't want to spend too much time looking for huge files on the Internet. The DVD has lots of HD content to use as sample content.
So you have a camcorder and visions of being the next Spielberg. But how do you progress from shooting so-so footage to showing your own finished movie? Digital Video For Dummies, 4th Edition gives you the know-how and the show-how! Find out how to shoot and edit great movies, using iMovie, Windows Movie Maker, or Adobe Premiere Elements to add the finishing touches like special effects and your own soundtrack. With the latest information and lots of illustrations and screen shots, this friendly guide walks you through:
Getting your computer ready to work with digital video (complete with information about FireWire)
Choosing a camcorder, including features to look for and features that are useless
Digitizing old VHS videotapes to preserve memories
Purchasing other movie making gear, including audio and lighting equipment
Shooting better video, with tips on lighting, panning, using the zoom, and recording better audio
Creating your own sound effects such as footsteps, bones breaking, fire, thunder, insects buzzing, and more
Capturing digital video using iMovie, Windows Movie Marker, or Premiere Elements
Editing, including understanding timecode, organizing and previewing clips, and assembling clips in Storyboard and Timeline
Adding transitions, titles, and special effects
Importing and integrating video from phones and digital cameras
Using audio rubberbands in iMovie, Premiere Elements, and other editing programs
Adding narration, importing and working with CD audio, and adding a music soundtrack
Keith Underdahl has extensive professional video production experience developing kiosk and marketing videos for Ages Software. Realizing that you’ll want to polish and premiere your movie, he includes information on:
More advanced video editing, including animating video clips, improving light and color, compositing video (bluescreen or greenscreen), and more
13 categories of video effects, ranging from blur and sharpen to transform
Working with still photos and graphics
Sharing your video online using QuickTime (/QT), RealMedia (.RM), or Windows Media Video (.WMV)
Making tapes or burning DVDs in 9 steps
With a handy cheat sheet of keyboard shortcuts, a chart comparing 10 video editing programs, a glossary, and more, with this guide you’ll soon be saying “Lights, camera, action” and producing your own movie attraction.
REVIEW
Very useful and reasonably up to date The "Dummies" folks seem to be able to get it right pretty consistently, and they also seem to be willing to update titles with some frequency -- publish a new edition, that means.
When I bought this book, I bought another on the same topic from another publisher and neglected to check the date of publication. Well, it was antique, relatively speaking, so when I picked this one up, suddenly things started to make a lot of sense.
Also, the author seems to be able to cover three editing products without a lot of repetition. This is a good, workmanlike job.
"Executives who still insist on all work and no game play won't just be running dull workplaces; they will also be running less profitable ones too." --The Economist on Changing the Game "Video games are now far from a mere diversion to kill time being amused. This book amply illustrates how we can get mental, social, and business benefits from new ways to play." --Trip Hawkins, founder of Electronic Arts, The 3DO Company, and Digital Chocolate "Mollick and Edery have provided leading-edge analysis of the interaction between gamers, hackers, and the world of business. A must-read for anyone in the gaming business, those considering entering it, and those who want to understand what games have to teach us about engagement, learning, and innovation." --Karim Lakhani, Assistant Professor and Richard Hodgson Fellow at Harvard Business School, Faculty Fellow at the Berkman Center of Harvard Law School "Changing the Game is a fun read, but more than that, it gives HR professionals like myself the tools to understand how to recruit, train, and retain a new generation of workers using a wide range of new techniques drawn from the world of video games."--Lindsay Nadler, Director, Human Resources, Miramax Films "You will be more 'ready to play' after you read this game-changing book, which explores how computer and video games are transforming business and marketing practices. David Edery and Ethan Mollick offer a far-reaching and richly detailed account which touches on everything from product placements and advergaming to the use of games for corporate training and harvesting user innovation." --Henry Jenkins, Codirector of the MIT Comparative Media Studies Program, author ofConvergence Culture: Where Old and New Media Collide Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army's total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google's computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity!in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general.* In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls *Use gaming to recruit and develop better employees Learn practical lessons from America's Army and other innovative case studies *Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it *What gamers do better than computers, scientists, or governments Use games to solve problems that can't be solved any other way
REVIEW
Game Changer I got a chance to review an early version of this book. David and Ethan did a great job of presenting all the important ways today's businessperson needs to think about games, whether in terms of advertising, training, recruiting, etc. The businesses which will do the best via games will be the ones that actually take the time to understand what makes games unique and compelling - see the case-study on Burger King's game - and not just another new form of media to be exploited. A game exists somewhere between the player and the developer, which means the "communication" never belongs to anyone - a tricky proposition for many corporations, I'm sure.