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console wars book: Console Wars Blake J. Harris, 2014-05-13 Now a documentary on CBS All Access. 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. A best book of the year: NPR, Slate, Publishers Weekly, Goodreads |
console wars book: Playing at the Next Level Ken Horowitz, 2016-11-04 Today a multinational video game developer, Sega was the first to break Nintendo's grip on the gaming industry, expanding from primarily an arcade game company to become the dominant game console manufacturer in North America. A major part of that success came from the hard work and innovation of its subsidiary, Sega of America, who in a little more than a decade wrested the majority market share from Nintendo and revolutionized how games were made. Drawing on interviews with nearly 100 Sega alumni, this book traces the development of the company, revealing previously undocumented areas of game-making history, including Sega's relationship with Tonka, the creation of its internal studios, and major breakthroughs like the Sega Channel and HEAT Network. More than 40 of the company's most influential games are explored in detail. |
console wars book: Left Tackle Thayer Ralph Barbour, 2018-11-01 |
console wars book: Service Games: The Rise and Fall of SEGA Sam Pettus, David Munoz, Kevin Williams, Ivan Barroso, 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. |
console wars book: Adventure: The Atari 2600 at the Dawn of Console Gaming Jamie Lendino, 2018-06-04 The sprawl of Adventure. The addictiveness of Breakout. The intensity of Space Invaders. Once upon a time, you could only experience this kind of excitement at the arcade. But in 1977 that changed forever. You, and maybe a friend or a sibling, could instantly teleport from your own living room to a dazzling new world—with nothing more than a small plastic cartridge. This was the promise of the Atari 2600—and it was delivered in ways no one ever expected. No, the games it put on your TV weren’t what you saw when you plunked in your quarters at the convenience store or in the noisy, smoky business on the other side of town. But they brought the arcade home—and it hasn’t left since. With Adventure: The Atari 2600 at the Dawn of Console Gaming, Jamie Lendino takes you to the front lines of the home gaming revolution, exploring the history of the world-changing console and delves into the coin-op ports and original titles that still influence gaming today. Before your next trip to a magical universe with your Xbox One, PlayStation 4, or Nintendo Switch, see how the home gaming industry truly began. |
console wars book: Super Mario Jeff Ryan, 2012-09-25 The definitive story of the rise of Nintendo. In 1981, Nintendo of America was a one-year-old business already on the brink of failure. Its president, Mino Arakawa, was stuck with two thousand unsold arcade cabinets for a dud of a game (Radar Scope). So he hatched a plan. Back in Japan, a boyish, shaggy-haired staff artist named Shigeru Miyamoto designed a new game for the unsold cabinets featuring an angry gorilla and a small jumping man. Donkey Kong brought in $180 million in its first year alone and launched the career of a short, chubby plumber named Mario. Since then, Mario has starred in over two hundred games, generating profits in the billions. He is more recognizable than Mickey Mouse, yet he’s little more than a mustache in bib overalls. How did a mere smear of pixels gain such huge popularity? Super Mario tells the story behind the Nintendo games millions of us grew up with, explaining how a Japanese trading card company rose to dominate the fiercely competitive video-game industry. |
console wars book: Super Power, Spoony Bards, and Silverware Dominic Arsenault, 2017-09-01 A critical look at how the Super Nintendo Entertainment System—and a resistance to innovation—took Nintendo from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres. |
console wars book: Playing to Wiin Daniel Sloan, 2011-02-15 How Nintendo reclaimed its spot at the top of one of the world's most competitive industries Nintendo was once the dominant force in home video gaming--until Sony and Microsoft pummeled them with powerful new consoles. As those two giants battled each other for market share, Nintendo looked dead and buried. Then, true to its secretive, low-profile approach, Nintendo roared back into the market with its revolutionary Wii console and portable Nintendo DS system. Taking a completely different approach to gaming while embracing its creative roots, the company was back at the top of its game. But how did a struggling Japanese family company, with its origins in nineteenth-century playing cards, come to dominate a competitive, high-tech industry? Playing to Wiin details the key succession issue for Nintendo, the development of the DS and Wii consoles, and the creation of remarkable new gaming software. All these factors combined to drive Nintendo back to the top of the gaming world. Reveals the business strategy that led Nintendo back to the top of the gaming industry amidst fierce competition from bigger rivals An inspirational story of a stunning business turnaround and the hyper-creative minds behind it Written by an acclaimed financial and business journalist based in Tokyo Offering a fascinating inside look at a market-leading company once left for dead, Playing to Wiin is a must-read for executives and leaders interested in one of the greatest business turnarounds in history. |
console wars book: The History of Video Games Charlie Fish, 2021-05-30 A concise history of the video gaming industry from its niche beginnings to its emergence as a global phenomenon and cultural force. The History of Video Games chronicles the dramatic rise of an entertainment industry that has become twice as big—and influential—as the film and music industries combined. Packed with pictures and stats, each chapter explores the history of video games through a different lens, from the personalities behind the games to the evolution of gamer culture and issues of gender and representation. There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and contemporary topics, including twitch.tv, the Gamergate scandal, and Fortnite. |
console wars book: Power-Up Chris Kohler, 2016-10-10 Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games. |
console wars book: Masters of Doom David Kushner, 2003-04-24 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. “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 |
console wars book: Significant Zero Walt Williams, 2017-09-19 From the award-winning video game writer of such hits as Star Wars Battlefront and BioShock comes an exclusive “compelling look into a world that doesn’t like to spill its secrets to outsiders” (NPR): the video game industry. When his satirical musings in a college newspaper got him discharged from the Air Force, it became clear to Walt Williams that his destiny in life was to be a writer—he just never thought he’d end up writing video games, including some of the biggest franchises today. A veteran video game narrative designer, Williams pulls back the curtain on an astonishingly profitable industry that has put its stamp on pop culture and yet is little known to those outside its walls. As Williams walks you through his unlikely and at times inglorious rise within one of the world’s top gaming companies, he exposes an industry abundant in brain power and out-sized egos, but struggling to stay innovative. Significant Zero also provides clear-eyed criticism of the industry’s addiction to violence and explains how the role of the narrative designer is crucial for expanding the scope of video games into more immersive and emotional experiences. Significant Zero is a rare and illuminating look inside “the video gaming industry in all its lucrative shine and questionable morality…[and] provides a refreshing and realistic portrayal of succeeding at attaining a dream via an unforeseen career trajectory” (Booklist). |
console wars book: Opening the XBox Dean Takahashi, 2002 Is this new Microsoft venture just another experiment that, like WebTV, was launched to much fanfare but will be quickly forgotten? Or will it become the next Windows, finding its way into the homes and lives of millions of people around the world?. |
console wars book: Press Reset Jason Schreier, 2021-05-11 From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late. |
console wars book: Extra Lives Tom Bissell, 2011-06-14 In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time. |
console wars book: The History of the Future Blake J. Harris, 2019-02-19 The author of Console Wars reveals the story behind Oculus and its quest for virtual reality: “Masterful . . . filled with unforgettable characters” (Forbes). From iconic books like Neuromancer to blockbuster films like The Matrix, virtual reality has offered a tantalizing vision of the future. But outside of a few research labs and military training facilities, this technology was mere science fiction. Until 2012, when Oculus founder Palmer Luckey—then just a teenage dreamer living alone in a camper trailer—invents a device that has the potential to change the world. With the help of a videogame legend, a serial entrepreneur, and many other colorful characters, Luckey’s scrappy startup kickstarts a revolution and sets out to bring VR to the masses. What follows is the ultimate entrepreneurial journey, a tale of battles won and lost, lessons learned and shocking turns—including an unlikely multi-billion-dollar acquisition by Facebook’s Mark Zuckerberg. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns, and human drama of trying to change the world. The result is a supremely entertaining look at the birth of a game-changing new industry. |
console wars book: Retro Gaming Hacks Chris Kohler, 2005-10-12 Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. A video game journalist and author of Power Up: How Japanese Video Games Gave the World an Extra Life, Kohler has taught the history of video games at Tufts University. In Retro Gaming Hacks, he locates the convergence of classic games and contemporary software, revealing not only how to retrofit classic games for today's systems, but how to find the golden oldies hidden in contemporary programs as well. Whether you're looking to recreate the magic of a Robotron marathon or simply crave a little handheld Donkey Kong, Retro Gaming Hacks shows you how to set the way-back dial. |
console wars book: Regular Show Original Graphic Novel Vol. 3: A Clash of Consoles Rachel Connor, Robert Luckett, James Garland Quintel, JG Quintel, 2016-05-31 Chaos breaks out when three mega-corporations release their new video game consoles on the same day, and slacker friends Mordecai and Rigby get caught up in the ensuing console war. |
console wars book: Dungeon Hacks David L. Craddock, 2021-08-10 In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today—and beyond. |
console wars book: Nintendo Magic: Winning the Videogame Wars Osamu Inoue, 2022-01-18 Back in the 80s, Nintendo ruled the home-entertainment market with the NES (Nintendo Entertainment System). But then rival Sony introduced PlayStation, which featured advancements and cutting-edge technology that put Nintendo's Super-NES to shame. Nintendo quickly lost its dominant market share to Sony and found itself floundering. In 2006, Nintendo released Wii at the same time Sony introduced its highly-anticipated and much-vaunted PlayStation III and Microsoft's XBox 360. Wii's David defeated PlayStation's Goliath, inversely echoing the SNES/PlayStation outcome of a decade previous. Nintendo Magic: Winning the Videogame Wars is the story of what went right, discussing the business strategies and marketing savvy that took on the mighty Sony and won. Topics include: How where you put your company is just as important as how you run it: being in Kyoto From work force to policies, why Nintendo's just enough attitude succeeds Why the ability to read a balance sheet is overrated Respect seniority but approve huge R&D budgets for talented junior employees Allowing maximum communication between disparate divisions (hardware and software) Enlarging the pie: going after casual gamers (The art of mainstreaming) How the Wii will be the next major household appliance and the DSi will be the cell phone of the future. Nintendo Magic: Winning the Videogame Wars should serve as a warning to similar powerhouse industries never to understimate the modest competitor. It should occupy the bookshelf of any business person smart enough to know they don't need to be a giant to win. |
console wars book: Against Flow Braxton Soderman, 2021-04-27 A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of being in the zone, of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play. |
console wars book: The Tetris Effect Dan Ackerman, 2016-09-06 The definitive story of a game so great, even the Cold War couldn't stop it Tetris is perhaps the most instantly recognizable, popular video game ever made. But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits. The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game-which is to say everyone. |
console wars book: The SNES Pixel Book Bitmap Books, 2019-12-02 |
console wars book: 8-Bit Christmas Kevin Jakubowski, 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. |
console wars book: Hacking Video Game Consoles Benjamin Heckendorn, 2005-02-18 Space Invaders and Asteroids are back! Loved that Atari(r) when you were a kid? So did Ben Heckendorn - so much, in fact, that he successfully resurrected it as a slim, go-anywhere portable. When Playstation(r) and Nintendo(r) aficionados got jealous, he created miniaturized, fully functioning, battery-powered versions of those too. Now it's your turn. Every secret is here - complete instructions, materials lists, tool tips, even advice on finding parts. Just wait 'til they see this at the high school reunion. Ready? Let's get started Plans and instructions for building eight handheld, classic video games * Choosing a game system - Atari(r), Nintendo(r), Super Nintendo(r), or Playstation(r)1 * What you'll spend * Electronics and soldering 101 * Hacking portable TVs for their screens * Building the case - CNC or freehand? * Yank the cord, install the batteries |
console wars book: Video Games You Will Never Play Luca Taborelli, 2016-08-30 How many video games have you played during your life? Do you think games are a form of art that should be preserved? What if we told you that there are thousands of interesting games you'll never play, all of which could be lost forever? It's true, there are many cancelled titles that are often lost to video game history. While video games may not be largely considered to be on par with paintings and statues, they are still art on their own, just like books, movies, and music, and like other works of art, video games have their own lost works. Games that were cancelled, never released, and often not even known by the general public. Unfortunately, there is no proper museum dedicated on saving them. Unseen64 is an online archive to preserve articles, screens and videos for cancelled, beta & unseen videogames. Every change and cut creates a different gaming experience: we would like to save some documents of this evolution for curiosity, historic and artistic preservation. Over the course of almost 500 pages, the 45+ writers and editors of this crowdsourced book hope to educate the gaming world on the history of video games as an ephemeral art form, by showcasing more than 200 lost games that could have been forgotten. Starting from early '90s PC titles, to 8-bit games for the NES and Sega Master System, and all the way through to the 7th generation of consoles with PS3, X360 and Wii, there are many unseen games that you will discover in this book. Also included are essays about the preservation of cancelled games, how to research for these unseen titles, and 20 interviews with museums and developers who worked on lost games. In this book there's plenty of examples of what gaming history is losing every day. Hopefully, by reading this book, more gamers, developers, youtubers, gaming journalists and historians can look back at what could have been and as a result raise awareness on the preservation of lost games: to see the hidden stories that played a part in leading gaming culture to where it is now. This is the black / white version of the book, the content is identical to the full-color version, the only difference is the cover and the interior color. Before to read this book, please keep in mind that: - The lost games featured in this book are just a small sample of all the titles we will never play. It would be impossible to list them all in just one book. - We are a collective of gamers from all around the world. - This book is fully in English, but most articles were written by Italians and people from other non-English countries. Each article was proofread by English native speakers, but there could still be typos and random engrish. - This book was made with love and sleep deprivation. |
console wars book: SEGA MEGA DRIVE/GENESIS KEITH. STUART, 2025 |
console wars book: Pilgrim in the Microworld David Sudnow, 1983-01-01 |
console wars book: CONSOLE WARS: Sega, Nintendo y la batalla qeu definió una generación , |
console wars book: Summary of Console Wars: Sega, Nintendo and the Battle That Defined a Generation by Blake J. Harris BestPrint, 2021-09-08 Console Wars chronicles the epic, industry-shaping rivalry between video game developers Sega and Nintendo in the early 1990s. In five short years, Sega went from being a widely mocked underdog to U.S. market leader in console games, a dominance that essentially dictated the future path of gaming. |
console wars book: Console Gaming Wars Theresa Walton, AI, 2025-02-25 Console Gaming Wars explores the intense history and rivalries of the video game industry, revealing the driving forces behind its relentless innovation. The book examines how console manufacturers battle for market dominance through technological advancements, like superior processing power, and strategic advantages, such as securing exclusive content. The console market is a cyclical arena where technological shifts and effective marketing are key to success. The book analyzes key console competitions, starting with Atari and Intellivision, progressing through the Nintendo-Sega era, and culminating in the modern battles between PlayStation and Xbox. Each era is examined through technological innovation, content strategy, marketing, and market performance. For example, the race for better CPUs and GPUs directly influenced gameplay capabilities and consumer preference. This historical analysis provides insights valuable to anyone interested in technology, marketing, or business strategy. It moves beyond nostalgia, using data and analysis to explain the factors that drive successes and failures in the video game industry. The book demonstrates how understanding the past and present can inform future trends in the ever-evolving console market. |
console wars book: An Alternative History of the Video Game Console Wars Steven Dion Castellano Jr, 2019-10-30 A counterfactual story about how Sega dominated the console wars after the 16-bit era and how Japan as a nation had a cultural and economic renaissance and became the largest economy in the world. A lot of video games will discussed and a lot more games will have been released. However, Japan will have a cultural an economic renaissance making trillions and becoming a richer country than the United States and it affects world events. International Relations and the entire course of history is change in the butterfly effect starting with better video game marketing and development. I chose to write about my passions, as all my works are about, vidoegames, International Relations, and economics and history. |
console wars book: The Book of Esports William Collis, 2020-08-04 The definitive guide to the modern world of competitive gaming and the official history of Esports™. Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history. The Book of Esports answers: What exactly are esports, and how did they become so popular so quickly? Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed? Where exactly is all this video gaming headed? What do gamers and college students need to know to position themselves for success in the industry? How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry? Can video games really get your kid into college? (All expenses paid, of course...) Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself. Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion. |
console wars book: Xbox Fan Book Mark H. Walker, 2004 Explains how to optimize the Xbox, covering such topics as networking, enhancing graphics, accessories, and Xbox games. |
console wars book: The Book of Games Bendik Stang, 2007 This second volume is a compendium of video game synopses as well as a feast for the eyes with literally thousands of vivid, high-resolution screen shots; it provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, more than 100 of the latest, most exciting software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summaries, analysis, and strategies; nine in-game screen shots; lists of games with similar skill and strategy requirements; appropriate age ran≥ notes ESRB content ratings; complete technological specifications; and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current hardware platforms such as Sony's new PS3, Nintendo's Wii, and handheld systems, including the Nintendo DS and Sony PSP. |
console wars book: The Design Book DK, 2024-10-01 Discover the key ideas, innovations, and breakthroughs in the history of design. The perfect introduction to the subject, this book explores and explains the big ideas and key principles behind more than 90 of the world's most celebrated design concepts and movements, placing each in their historical, cultural, and stylistic context. The Design Book analyzes the ideas and principles behind history's most pioneering designs, exploring how creativity and innovation shape our lives. Tracing the evolution of design from its roots in early manufacturing to the cutting-edge concepts of the 21st-century, entries profile the individuals and manufacturers behind each groundbreaking development, and explore their influences and inspirations. Illustrating how and why different styles emerged and became popular, the book provides a fascinating insight into design movements, showing how each one began and describing its philosophy and visual style, from the Aesthetic Movement to Mid-Century Modern and Contemporary. Using the Big Ideas series' trademark combination of clear explanation, witty infographics, and inspirational quotes, The Design Book explains what makes a truly great design and reveals the hidden stories behind the designed world. |
console wars book: The Book of Fun Russ Frushtick, 2022-06-14 Dive into this vibrantly illustrated history of everything humans have invented to entertain ourselves, from Chess and Nintendo to Drag Queen Story Hour and Burning Man. In The Book of Fun, Polygon co-founder Russ Frushtick divulges the hidden backstories and fascinating facts about your favorite video games, theme parks, festivals, sports, and more. With 80+ digestible, entertaining entries, it's not just fodder for your next dinner party -- you might also discover your next great pastime, be it jousting, stunt acting, cheese rolling, or Swedish Bunny Hopping. For fans of pop-history, pop-science, and the many things mankind has invented to waste time, The Book of Fun explores: Board Games: The world's oldest tabletop games (Senet, Go, Chess) and its most enduringly popular (Monopoly, Dungeons & Dragons, Settlers of Catan) Toys: The history of your favorite playthings, like Barbie, Beanie Babies, Slinky, Furby, and LEGO Video Games: The console wars of the '90s, the birth of game streaming, and unexpected Pokémon Go consequences Theme Parks: Stories behind Coney Island's Cyclone, Disneyland's opening-day woes, and the bizarre parks built in a nuclear power plant and a Soviet bunker Sports: The most fascinating athletic endeavors across the globe, from gladiatorial battles to Lucha Libre, pumpkin boat racing, and sumo wrestling Stunts: Harry Houdini, Evel Knievel, Jackie Chan, and the incredible stunt artists you may not know Festivals: From Carnival celebrations around the world to the stories of Woodstock, Burning Man, and a Spanish baby-jumping festival Dressing Up: The origins of jesters, Halloween, cosplay, drag queen style, and more Roadside Attractions: Wacky spectacles like the 65-foot-tall Lucy the Elephant in New Jersey, the Mystery Hole in West Virginia, and the Cabazon Dinosaurs in California |
console wars book: The Dominion War: Book 1 John Vornholt, 1999-07-14 From the Gamma quadrant they came -- hordes of fierce Jem'Hadar warriors commanded by the mysterious Changelings, who will stop at nothing to achieve victory over both the United Federation of Planets and the Klingon™ Empire. Now that the Dominion has entered into an unholy alliance with the Cardassian military regime and seized control of Deep Space Nine™, Starfleet finds itself fighting a losing war against unbeatable odds. As mighty fleets clash in the deadly battleground of space, the fate of the entire Alpha Quadrant hangs in the balance. The Enterprise-E is patrolling the Cardassian border, bracing for the joint Dominion-Cardassian offensive that Starfleet knows will come soon, when Captain Jean-Luc Picard and his crew are reunited with a former crewmate, friend, and enemy: Ro Laren. The onetime officer, who defected from Starfleet to join the rebel Maquis, brings disturbing news. Deep behind enemy lines, the Dominion is attempting to build an artificial wormhole that will allow them to bypass the mined Bajoran wormhole and bring fresh reinforcements into the Alpha Quadrant, altering the balance of power irrevocably. If Captain Picard cannot stop the project, the new wormhole will guarantee the ultimate victory of the Dominion! |
console wars book: The Video Games Textbook Brian J. Wardyga, 2018-08-06 The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students. Every chapter is a journey into a different era or area of gaming, where readers emerge with a strong sense of how video games evolved, why they succeeded or failed, and the impact they had on the industry and human culture. Written to capture the attention and interest of both domestic and international college students, each chapter contains a list of objectives and key terms, illustrative timelines, arcade summaries, images and technical specifications of all major consoles. Key Features Explores the history of video games, including the social, political, and economic motivations Facilitates learning of material with illustrative timelines, arcade summaries and images Highlights the technical specifications of all major consoles Illustrates the breakthroughs and trends of the gaming market |
Console Wars (book) - Wikipedia
Console Wars: Sega, Nintendo, and the Battle That Defined a Generation is a 2014 non-fiction novel written by Blake J. Harris.
Console Wars: Sega, Nintendo, and the Battle that Defined a Generation
Jun 2, 2015 · 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 …
Console wars : Sega, Nintendo, and the battle that defined a …
Jul 5, 2021 · Blake J. Harris brings into focus the warriors, the strategies, and the battles and explores how they transformed popular culture forever.
Console Wars by Blake J. Harris on Apple Books
May 13, 2014 · In this engaging narrative, filmmaker Harris (The Flying Scissors) recounts one of the fundamental pop culture rivalries of the 90s, the so-called "Console Wars," which saw …
Console Wars by Blake J. Harris | Open Library
Sep 17, 2024 · Console Wars by Blake J. Harris, 2014, HarperCollins, It Books, an imprint of HarperCollings Publishers edition, Hardcover in English
Console Wars Summary | Book by Blake J. Harris
"Console Wars" by Blake J. Harris is a captivating non-fiction book that delves into the intense rivalry between gaming giants Sega and Nintendo during the 1990s.
[PDF] Console Wars by Blake J. Harris - Perlego
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 …
Console Wars by Blake J. Harris | Summary, Quotes, FAQ, Audio
Rivalry Focus: Console Wars by Blake J. Harris explores the fierce competition between Sega and Nintendo during the late 1980s and early 1990s, a pivotal era for the video game industry.
Console Wars: Sega, Nintendo, and the Battle that Defined a Generation
May 13, 2014 · Based on more than two hundred interviews with former Sega and Nintendo employees, Console Wars is the tale of how Tom Kalinske miraculously turned an industry …
Console wars : Sega vs Nintendo and the battle that defined a ...
Feb 16, 2023 · Console wars : Sega vs Nintendo and the battle that defined a generation by Harris, Blake J., author Publication date 2014 Topics SEGA Entāpuraizesu -- History, …
Console Wars (book) - Wikipedia
Console Wars: Sega, Nintendo, and the Battle That Defined a Generation is a 2014 non-fiction novel written by Blake J. Harris.
Console Wars: Sega, Nintendo, and the Battle th…
Jun 2, 2015 · Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske …
Console wars : Sega, Nintendo, and the battle that defined a …
Jul 5, 2021 · Blake J. Harris brings into focus the warriors, the strategies, and the battles and explores how they transformed popular culture forever.
Console Wars by Blake J. Harris on Apple Books
May 13, 2014 · In this engaging narrative, filmmaker Harris (The Flying Scissors) recounts one of the fundamental pop culture rivalries of …
Console Wars by Blake J. Harris | Open Library
Sep 17, 2024 · Console Wars by Blake J. Harris, 2014, HarperCollins, It Books, an imprint of HarperCollings Publishers …