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The Ultimate History of Video Games: From Pong to Pokemon and Beyond...The Story Behind the Craze that Touched Our Lives and Changed the World
Steven L. Kent
October 2001
From Publishers Weekly
In this rollicking, mammoth history of video games from pinball to Pong to Playstation II Kent, a technology journalist and self-professed video game addict, covers almost every conceivable aspect of the industry, from the technological leaps that made the games possible to the corporate power struggles that won (and lost) billions of dollars. Anecdotes are legion. Readers learn that early Atari, for example, had the corporate climate of a dot-com startup, with rampant drug use and meetings staged in outdoor hot tubs. The original name for Pac-Man turns out to be Puck-Man; its creators changed the name after worrying that vandals in arcades would replace the P with an F. In 1978, there were so many people playing Space Invaders in Japan that the game caused a national coin shortage. Kent meticulously documents...

Transmissions from Imaginary Places
Jim Rossignol
May 2006

Harry Potter Scene It Deluxe DVD Game Tin
Screenlife LLC
April 2006
Other Format

365 Unplugged Family Fun Activities
Steve Bennett
Jan 2005
Book Description
A year's worth of unplugged activities to keep kids entertained and keep the family connected. Recent studies show that too much time spent in front of the television can lead to attention deficit disorder in children. But most parents don't need science to tell them that there are better ways to entertain kids than to prop them in front of "electronic babysitters." Full of amazingly simple, easy-to-implement suggestions, The Ultimate Book of Unplugged Family Activities provides a year's worth of inspiring alternatives. Here are ideas for entertaining kids while you cook or for turning sick days into indoor crafts days; ideas for distracting kids while waiting in a long line or for engaging them in games during a long car trip. With The Ultimate Book of Unplugged Family Activities, parents can turn spare time into...

Halo: First Strike
Eric S. Nylund
December 2003
Mass Market Paperback
Book Description
The Human-Covenant war rages on as the alien juggernaut sweeps inexorably toward its final goal: destruction of all human life!

Halo has been destroyed, and the threat it posed to sentient life, neutralized. But victory has come at a terrible cost for the UNSC. Thousands of valiant soldiers fell in the battle to prevent the alien construct from falling into the enemy’s clutches.

Now, everything depends on the Spartan known as the “Master Chief.” Yet even with the aid of the artificial intelligence Cortana, the Master Chief will be hard-pressed to rescue survivors and evade the Covenant ships patrolling the remains of Halo in debris-strewn space.

Ahead lies a dangerous voyage home, through a gauntlet of Covenant forces. For the sake of all, the Master Chief and his...

Young Children, Videos and Computer Games
Jack Sanger
Apr 1997
This book is exciting and should be strongly recommended to all involved with children between the ages of 5 and 10 (and at this price could be)..–Computer Education

Book Description
This book is based on two years' in-depth research, funded by the British Film Institute and the British Library, on a hundred children with entertainment screen technology in their homes, following them home to school and examining the difference in culture in two environments. The question asked is:are children developing the necessary ICT and other skills required from the maturing learner as we approach the twenty-first century? Issues such as gender, parenting, violence, censorship and the educational consequences of their screen-based experiences are at the forefront of the book's...

Atlantis The Lost Empire: The Lost Games
Disney Interactive


Computer & Video Game Design
Facts on File, Inc
Feb 2005
From School Library Journal
Grade 7 Up–The first title covers everything from art directors to intellectual property lawyers. The second book profiles fashion designers, florists, and silverware artisans. The two titles overlap where designers are involved in the computer field. For each position, the authors include a brief overview and its history. Discussions of education, certifications, or licensing required; a detailed job description; salary; and the future outlook are also supplied. A helpful Quick Facts box at the beginning of each new career helps readers discover the basic requirements and personal skills necessary. Both titles present much information without becoming overwhelming. Although similar to the Occupational Outlook Handbook (JIST) in many ways, these books go one step further and provide places to contact...

Synthetic Worlds: The Business and Culture of Online Games
Edward Castronova
November 2005
Tim Harford Chronicle of Higher Education : "Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations."--Tim Harford, Chronicle of Higher Education

Book Description
From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of...

Halo Boxed Set
Eric Nylund
September 2004

Games of the Arcade 3 Pack


Game Plan: The Insider's Guide to Breaking In and Succeeding in the Computer and Video Game Business
Alan Gershenfeld
May 2003
Book Description
The $20 billion computer and video gaming business is the fastest-growing entertainment medium in the worldæon track to surpass both the movie and record businesses. More than 200 million computer and video games are sold to the 140 million gamers in America every year.
Game Plan: The Insiders Guide to Breaking In and Succeeding in the Computer and Video Game Business is the first book that clearly explains how to get a foot in the door to this incredibly dynamic and exciting field.

This essential guide includes everything job seekers need to know about:

· How the computer and video game business really works
· How to break into the industry
· How to get your dream game made
· The many different jobs in the field
· Surviving and thriving in the...

Pokemon Emerald Version: Prima Official Game Guide
Prima Temp Authors
April 2005
Book Description
It's a Team Aqua and Team Magma rematch!
·Tips for collecting the 200 + 2 Pokémon to complete the Hoenn Pokédex
·How to clear all 7 Battle Frontier arenas and get the Silver Symbols
·Detailed walkthrough guides you through story mode
·Maps cover every region, including all-new, as-yet-unexplored areas
·Field, Battle, and Contest moves lists, plus Items list
·How to play Pokémon Emerald with Pokémon Ruby and Pokémon Sapphire, Pokémon FireRed and Pokémon LeafGreen, and Pokémon Colosseum

Break into the Game Industry: How to Get a Job Making Video Games (Career Series)
Ernest Adams
April 2003
Book Description
Find out from an industry veteran exactly what you need to do to become a game designer, tester, artist, producer, programmer, writer, soundtrack composer, videographer, or sales/marketing professional. You'll get full-spectrum coverage of positions available within the game industry as well as details on how a game is created--from start to finish--and much more.

From the Back Cover

"Ernest Adams has been around the gaming block many times; his industry insights coupled with the developer war stories should give any aspirant that extra edge to break into the game industry." --Jason Della Rocca, Program Director, International Game Developers Association

Practical Advice for Landing the Job You Want!

Join the fun! Learn how to become part of the excitement and...

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