Sometimes we need to look back to how something began to figure out where it should go in the future. The resources below point to the early (and recent) history of video games, as well as to organizations that are working to preserve past games.
An excellent research guide tied to the Video Games Studies program at the University of Michigan.
Suggested Titles
The Comic Book Story of Video Games by Jonathan Hennessey; Jack McGowan (Illustrator)A complete, illustrated history of video games--highlighting the machines, games, and people who have made gaming a worldwide, billion-dollar industry/artform--told in a graphic novel format. Author Jonathan Hennessey and illustrator Jack McGowan present the first full-color, chronological origin story for this hugely successful, omnipresent artform and business.Hennessey provides readers with everything they need to know about video games--from their early beginnings during World War II to the emergence of arcade games in the 1970s to the rise of Nintendo to today's app-based games like Angry Birds and Pokemon Go. Hennessey and McGowan also analyze the evolution of gaming as an artform and its impact on society. Each chapter features spotlights on major players in the development of games and gaming that contains everything that gamers and non-gamers alike need to understand and appreciate this incredible phenomenon.
Call Number: GV1469.3 .H46 2017
ISBN: 0399578900
Publication Date: 2017-10-03
The Golden Age of Video Games by Roberto DillonThis 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.
Call Number: eBook
ISBN: 9781439873236
Publication Date: 2011-04-12
Coin-Operated Americans by Carly A. KocurekVideo 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's Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores 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's Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, 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 Americans is 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.
Call Number: eBook
ISBN: 9781452945200
Publication Date: 2015
Digital Games As History by Adam ChapmanThis book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.
Call Number: eBook
ISBN: 9781138841628
Publication Date: 2016-05-16
Classic Home Video Games, 1972-1984 by Brett WeissProvides a guide to popular video games of the 1970s and early 1980s, covering virtually every official US release for programmable home game consoles of the pre - Nintendo NES era. This work contains chapters which include a history and description of the game system and a complete listing of video games released for that console.
Call Number: GV1469.3 .W47 200
ISBN: 0786432268
Publication Date: 2007-07-06
Retro Game Programming by Earl John CareyThere are an estimated 500,000 retro computer and game enthusiasts who are absolutely fanatical about retro game machines. This number consists of four main groups: hardcore hackers, enthusiasts, seasoned programmers, and novices. "Retro Game Programming: Unleashed for the Masses" seeks to expose, teach, and preserve retro era programming techniques with the goal of providing a strong programming foundation on which to build the knowledge needed to understand modern game programming concepts. By teaching the fundamental principles of game programming the reader learns not to be intimidated by modern games because even the most complex modern games are based on repetition of simple tasks. This makes modern game programming concepts easier to understand and clarifies how they all work together. Written in clear and simple language, "Retro Game Programming: Unleashed for the Masses" does not require the reader to be tech savvy, yet it covers technical aspects of programming. The book also covers the importance of the history and preservation of retro game programming. By reading and practicing the techniques in the book the reader is contributing to the preservation of the world of retro game programming.
Call Number: eBook
ISBN: 1592009069
Publication Date: 2005-03-11
Game Sound by Karen CollinsAn examination of the many complex aspects of game audio, from the perspectives of both sound design and music composition. A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources--including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves--to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music.
Call Number: eBook
ISBN: 026203378X
Publication Date: 2008-08-08
Before the Crash by Mark J. P. WolfFollowing 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.
Call Number: eBook
ISBN: 9780814334508
Publication Date: 2012-06-15
The Video Game Explosion by Mark J. P. Wolf (Editor)The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.
Call Number: eBook
ISBN: 9780313338687
Publication Date: 2007-11-30
Game After by Raiford GuinsA 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.
Call Number: eBook
ISBN: 9780262019989
Publication Date: 2014-01-24
Instant Raspberry Pi Gaming by Shea SilvermanFilled with practical, step-by-step instructions and clear explanations for the most important and useful tasks. A simple how-to book with recipes laid out in an easy-to-follow, step-by-step manner that will have you gaming in no time!Instant Raspberry Pi Gaming is designed for anyone who doesn't mind using the command line from time to time, who can format an SD card on their computer, and who loves to play video games on all devices. If you love classic arcades, platformers, first-person shooters, and emulating game consoles, then this is the book for you.
This site was created for the preservation of over 5000 DOS/Windows and Console games for educational and research purposes. You can play these games right in your browser!
The Software Preservation Society (SPS), formerly the Classic Amiga Preservation Society (CAPS), dedicates itself to the preservation of software for the future, namely classic games.
Dedicated to providing detailed information, history, pictures, videos and objective reviews for both the classic and current generation systems, including the rare, obscure and prototype consoles.
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