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There are few kids who don't enjoy home video games, but do they know who invented the first one? Readers learn about Ralph Baer's life and the first home video games ever made. Readers will invent their own game, too.
"A picture book biography of Ralph Baer, nicknamed "The Father of Videogames," which shows how a great inventor found a way to transform the early television set into a vehicle for gaming"--
"Read about Ralph Baer and find out how he invented the first video games"--Provided by publisher.
An engaging picture book biography based on the incredible true story of a Jewish refugee who pioneered home video games and launched a worldwide obsession. Do you ever wonder how video gaming was invented? What came before your PlayStation or Xbox? This is the story of Ralph Baer, a refugee from Nazi Germany, who used his skills--and a lot of ingenuity and persistence--to make life a little more fun. Television was new when Ralph returned from serving in World War II, but he didn't settle for watching TV. He knew it could be even more fun if you could play with it. He tinkered and tested, got help and rejected, but with perseverance and skill, he made his vision come true! This is the inspiring story of a fearless inventor who made TV video games a reality.
A year-by-year complete history of videogames from the late '50s through 2016.
Over a mere three decades, the video game became the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis. In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.
The companion book to an upcoming museum exhibition of the same name, Places of Invention seeks to answer timely questions about the nature of invention and innovation: What is it about some places that sparks invention and innovation? Is it simply being at the right place at the right time, or is it more than that? How does “place”—whether physical, social, or cultural—support, constrain, and shape innovation? Why does invention flourish in one spot but struggle in another, even very similar location? In short: Why there? Why then? Places of Invention frames current and historic conversation on the relationship between place and creativity, citing extensive scholarship in the area and two decades of investigation and study from the National Museum of American History’s Lemelson Center for the Study of Invention and Innovation. The book is built around six place case studies: Hartford, CT, late 1800s; Hollywood, CA, 1930s; Medical Alley, MN, 1950s; Bronx, NY,1970s; Silicon Valley, CA, 1970s–1980s; and Fort Collins, CO, 2010s. Interspersed with these case studies are dispatches from three “learning labs” detailing Smithsonian Affiliate museums’ work using Places of Invention as a model for documenting local invention and innovation. Written by exhibition curators, each part of the book focuses on the central thesis that invention is everywhere and fueled by unique combinations of creative people, ready resources, and inspiring surroundings. Like the locations it explores, Places of Invention shows how the history of invention can be a transformative lens for understanding local history and cultivating creativity on scales of place ranging from the personal to the national and beyond.
Contributors examine the early days of video game history before the industry crash of 1983 that ended the medium’s golden age. Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games’ lack of availability or their perceived "primitiveness" when compared to contemporary video games. In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period—from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry. Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.
Through the stories of gaming's greatest innovations and most beloved creations, journalist Harold Goldberg captures the creativity, controversy--and passion--behind the videogame's meteoric rise to the top of the pop-culture pantheon. Over the last fifty years, video games have grown from curiosities to fads to trends to one of the world's most popular forms of mass entertainment. But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth? Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium. Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!