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They Create Worlds - The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 (Hardcover)
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They Create Worlds - The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 (Hardcover)
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They Create Worlds: The Story of the People and Companies That
Shaped the Video Game Industry, Vol. 1 is the first in a
three-volume set that provides an in-depth analysis of the creation
and evolution of the video game industry. Beginning with the advent
of computers in the mid-20th century, Alexander Smith's text
comprehensively highlights and examines individuals, companies, and
market forces that have shaped the development of the video game
industry around the world. Volume one, places an emphasis on the
emerging ideas, concepts, and games developed from the commencement
of the budding video game art form in the 1950s and 1960s through
the first commercial activity in the 1970s and early 1980s. They
Create Worlds aims to build a new foundation upon which future
scholars and the video game industry itself can chart new paths.
Key Features: The most in-depth examination of the video game
industry ever written, They Create Worlds charts the technological
breakthroughs, design decisions, and market forces in the United
States, Europe, and East Asia that birthed a $100 billion industry.
The books derive their information from rare primary sources such
as little-studied trade publications, personal papers collections,
and oral history interviews with designers and executives, many of
whom have never told their stories before. Spread over three
volumes, They Create Worlds focuses on the creative designers,
shrewd marketers, and innovative companies that have shaped video
games from their earliest days as a novelty attraction to their
current status as the most important entertainment medium of the
21st Century. The books examine the formation of the video game
industry in a clear narrative style that will make them useful as
teaching aids in classes on the history of game design and
economics, but they are not being written specifically as
instructional books and can be enjoyed by anyone with a passion for
video game history.
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