This bible is dedicated to the PC Engine home console (also known as TurboGrafx 16). This second volume starts by telling you the story of how this console arrived in France, alongside with the story of studio RED, the creators of the famous "PC Kid" game. But the main part of the book is a full listing of every game ever released for this console on the CD-ROM format (more that 400 games). Each game is presented with a screenshot alongside with a small text describing it. A refere
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Keywords : history, pc engine, turbografx 16, cd-rom, bible
This books focuses on the history of videogames in Britain, and more specifically on the best-known videogames in history that originates from Britain: Tomb Raider, Grand Theft, Auto, Elite, MUD, Populous, Lemmings, Carmageddon, Runescape, EarthWormJim, etc. This book also details the history of some famous english computers, such as Sinclair's ZX family, the Amstrad computer line, the BBC Micro and its legacy, that includes the ARM processors nowadays embedded in almost any smartphone. Extremel
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Keywords : history, videogames, britain, grand theft auto, tomb raider, elite, populous, mud
The Serious Game concept connects video games with the opportunity to broadcast messages, provide training, or enable data collection. Many different market segments make use of such games, including: training, health, defense, communications, politics, etc. The authors present their definition of Serious Games, recount its history, identify the major market segments involved, present key games, and determine whether Serious Games represent a technological innovation or a change in video game us
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Keywords : Serious Game, Serious Gaming, Serious Play, Simulation, Video games
This book analyses the modern wave of board games coming from Europe (mainly Germany), such as: Settlers from Catan, Carcassone, Ticket to Ride, Agricola, etc. After an introduction aiming to define the different kinds of "non digital" games (mass-market games, wargames, hooby games, etc.), the author details the captivating history of Anglo-American board games between 1960 and 1995: Acquire, Monopoly, Civilization, Illuminati, etc. The book pursues with the history of board games in
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Keywords : eurogames, board games, hobby games, history, study, players, culture
An introductory book to the universe of Serious Games, written by an educator working with them on a daily basis in an "after-school" context. The book starts by defining Serious Games and their history, with many examples. The author then explores "why?" Serious Games, again backed by a lot of case studies. The last part of the book gathers a lot of references and resources on the topic, from tools and advices to design your own Serious Games to a list of events and schools
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Keywords : serious games, introduction, history, events, schools
Games History is a series of magazines in a book-like format (similar to Pix'n Love and IG), with 200 pages dedicated to a defined genre of video games. This second issue is focused on the history of 2D versus fighting games. The book thus retrace the history of popular series such as Street Fighter, King of Fighters, Guilty Gear, Mortal Kombat, Fatal Fury, Darkstalkers, Samurai Shodown, Killer Instinct, alongside with some less known titles like Arcana Hearts or Battle Fantasia. While it's not
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Keywords : history, versus fighting, street fighter, mortal kombat, king of fighters, guilty gear, ken bogard
The autobiography of Ralph Baer, the inventor of home video game consoles. Released in 1972, the Magnavox Odyssey is one of the starting points of the history of video games. First of all, it's the first video console solely dedicated to games. Moreover, one of its titles, Ping-Pong, was a direct source of inspiration for Atari to create Pong. Through a book featuring many pictures, Ralph Baer details us the process he followed to invent this first console ever. As a natural-born engineer,
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Keywords : ralph baer, magnavox odyssey, first video game, simon, lawsuit, biography
Abstract : According to the french government, the video game industry has now reached a turnover of 3 billion euros (or 10% of the turnover of the french cultural industry), making it the second European country. This market could reach 3.8 billion by 2014, that is a 27% increase in 3 years. Video game was since always an entertaining technology, not requiring the player a significant interaction or intellectual investment result. Today, video games require more and more players to interac
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Keywords : Video game, State of the art, History, Use, Innovation
This bible is dedicated to the Amiga computer. The first part of the book tells you the story of this computer through a detailed history featuring several interviews with creators of Amiga games and demos. The second and main part of the book is dedicated to a listing of the most interesting games ever released for this computer. Each one of the 1200 games is presented through a couple of screenshots alongside with a small text describing it. A reference book for anyone interested in the A
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Keywords : history, amiga, commodore, bible
We wrote an article about the historical origins of "Serious Games", which get published by Springer in the book "Serious Games and Edutainment Applications" a few months ago. We first review the historical definitions of the "Serious Games" oxymoron. We then explore the history of videogames in search of the first "Serious Games", that actually appeared before the first entertainment videogames... This book gathers several scientific articles ded
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Keywords : serious games, history