In 1990 Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about video games and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo. The battle was vicious, relentless and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan. Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.
Author: Blake J. Harris
Publisher: Harper Collins
Release Date: 2014-05-13
Genre: Business & Economics
A BEST BOOK OF THE YEAR: NPR, Slate, Publishers Weekly, Goodreads Following the success of The Accidental Billionaires and Moneyball comes Console Wars—a mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the video game industry. In 1990, Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo. The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan. Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It’s the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.
Author: Blake J. Harris
Publisher: Dey Street Books
Release Date: 2015-06-02
Genre: Business & Economics
Named a "Best Book of the Year" by NPR, Slate, Publishers Weekly, and Goodreads It was a once-in-a-lifetime battle that pitted brother against brother, kid against adult, Sonic against Mario, and the United States against Japan. . . . In 1990, Nintendo had a virtual monopoly on the videogame industry. Sega was a faltering arcade company with big aspirations and even bigger personalities. But all that would change with the arrival of former Mattel executive Tom Kalinske. His unconventional tactics, combined with the blood, sweat, and bold ideas of his renegade employees, completely transformed Sega and led to a ruthless David-and-Goliath showdown with Nintendo. But Sega's success would create many new enemies and make Nintendo stronger than ever. Blake J. Harris brings into focus the warriors, the strategies, and the battles and explores how they transformed popular culture forever. Ultimately, Console Wars is the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, give birth to a sixty-billion-dollar industry.
Author: David Sheff
Release Date: 2011-11-02
Genre: Business & Economics
More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion–a tale of innovation and cutthroat tactics.
Author: Jeff Ryan
Release Date: 2011-08-04
Genre: Business & Economics
The story of Nintendo's rise and the beloved icon who made it possible. Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: *Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. *Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. *The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.
Author: Sam Pettus
Release Date: 2013-12-20
Starting with its humble beginnings in the 1950's and ending with its swan-song, the Dreamcast, in the early 2000’s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the internet and social networking, and before motion controls and smartphones, there was Sega. Destined to fade into obscurity over time, Sega would help revolutionize and change video games, computers and how we interact with them, and the internet as we know it. Riding the cutting edge of technology at every step, only to rise too close to the sun and plummet, Sega would eventually change the face of entertainment, but it’s the story of how it got there that’s all the fun. So take a ride, experience history, and enjoy learning about one of the greatest and most influential companies of all time. Complete with system specifications, feature and marketing descriptions, unusual factoids, almost 300 images, and now enhanced Europe specific details, exclusive interviews, and more make this the definitive history of Sega available. Read and learn about the company that holds a special place in every gamer’s heart. Funded on Kickstarter.
Author: Harold Goldberg
Publisher: Crown Archetype
Release Date: 2011-04-05
Genre: Games & Activities
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! From the Trade Paperback edition.
Molotch takes us on a fascinating exploration into the worlds of technology, design, corporate and popular culture. We now see how corporations, designers, retailers, advertisers, and other middle-men influence what a thing can be and how it is made. We see the way goods link into ordinary life as well as vast systems of consumption, economic and political operation. The book is a meditation into the meaning of the stuff in our lives and what that stuff says about us.
Author: Jason Schreier
Release Date: 2017-09-05
Genre: Business & Economics
Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
Author: David Shenk
Publisher: Indiana University Press
Release Date: 1999
"David Shenk looks at the new face of our world with a curiosity and connection-making responsiveness that make him exhilarating to read. These are bits, takes, provisional sweeps at issues still coming into focus, but taken together they give us a startling glimpse of where we are. Shenk is so close to the present that most readers will mistake it for the future." --SVEN BIRKERTS, author, THE GUTENBERG ELEGIES "If the world of constant, instantaenous communication makes you a little nervous from time to time, David Shenk can explain why. This book is a very useful antidote to the endless praise lavished on the new electronic mediums. Read it slowly!" --BILL McKIBBEN, author, THE AGE OF MISSING INFORMATION In this provocative collection of essays, David Shenk expands his enlightened skepticism to include thoughts on the dangers of online journalism, the ethical implications of digital photography, and the misguided hopes for computers in the classroom. Shock-jocks, computerized toys, Microsoft-bashing, and genetic testing are all subject to his incisive and discerning criticism. Is Shenk just another neo-Luddite determined to bash all things digital? Hardly. This self-described technology enthusiast--and avid fan of the Internet--is simply interested in clear-eyed analysis of how machines we use actually affect our lives. As one of the founders of the Technorealism movement, he insists that new technologies must be appraised for their ability to achieve traditional human ends, rather than embraced merely for novelty's sake. The End of Patience includes vignettes from Shenk's conversations with some of the most provocative technology thinkers of our time, including Mitch Kapor, Steven Johnson, Esther Dyson, Douglas Rushkoff and Steve Silberman.
Find out about the fast and furious growth and evolution of video games (including how they are quickly taking over the world!) by looking at some of the most popular, innovative, and influential games ever, from Pong, the very first arcade game ever, to modern hits like Uncharted. Learn about the creators and inspiration (Mario was named after Nintendo’s landlord after he barged into a staff meeting demanding rent), discover historical trivia and Easter eggs (The developers of Halo 2 drank over 24,000 gallons of soda while making the game), and explore the innovations that make each game special (The ghosts in Pac-Man are the first example of AI in a video game). Whether you consider yourself a hard-core gamer or are just curious to see what everyone is talking about, Game On! is the book for you!
We live in an age of awesome technological potential. From nanotechnology to synthetic organisms, new technologies stand to revolutionize whole domains of human experience. But with awesome potential comes awesome risk: drones can deliver a bomb as readily as they can a new smartphone; makers and hackers can 3D-print guns as well as tools; and supercomputers can short-circuit Wall Street just as easily as they can manage your portfolio. One thing these technologies can't do is answer the profound moral issues they raise. Who should be held accountable when they go wrong? What responsibility do we, as creators and users, have for the technologies we build? In A Dangerous Master, ethicist Wendell Wallach tackles such difficult questions with hard-earned authority, imploring both producers and consumers to face the moral ambiguities arising from our rapid technological growth. There is no doubt that scientific research and innovation are a source of promise and productivity, but, as Wallach, argues, technological development is at risk of becoming a juggernaut beyond human control. Examining the players, institutions, and values lobbying against meaningful regulation of everything from autonomous robots to designer drugs, A Dangerous Master proposes solutions for regaining control of our technological destiny. Wallach's nuanced study offers both stark warnings and hope, navigating both the fears and hype surrounding technological innovations. An engaging, masterful analysis of the elements we must manage in our quest to survive as a species, A Dangerous Master forces us to confront the practical—and moral—purposes of our creations.
Author: David Kushner
Publisher: Random House
Release Date: 2003-04-24
Genre: Biography & Autobiography
“To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.” —Mark Leyner, author of I Smell Esther Williams Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. From the Hardcover edition.
Author: Kevin Jakubowski
Release Date: 2013-11-01
It's 1980-something and all nine-year-old Jake Doyle wants for Christmas is a Nintendo Entertainment System. No Jose Canseco rookie card, no GI Joe hovercraft, no Teddy friggin' Ruxpin-just Nintendo. But when a hyperactive Shih Tzu is accidentally crushed to death by a forty-two-inch television set and every parent in town blames Nintendo, it's up to Jake to take matters into his own hands. The result is a Christmas quest of Super Mario Bros. proportions, filled with flaming wreaths, speeding minivans, lost retainers, fake Santas, hot teachers, snotty sisters, "Super Bowl Shuffles" and one very naked Cabbage Patch Kid. Told from a nostalgic adult perspective, 8-Bit Christmas is a hilarious and heartfelt look back at the kid pop culture of the 1980s.