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Tác giả: Alexander Smith
NXB: CRC Press
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About the AuthorAlexander Smith is a reference librarian with a background in history, research, and law who has been delving into the history of the video game industry for over ten years. He has played a crucial role in the preservation of certain documents and artifacts in early video game history and has conducted over 100 oral history interviews with key executives in the evolution of the industry. Currently, he co-hosts a bi-monthly podcast dedicated to the history of the industry (also called "They Create Worlds") and serves as a researcher and consultant for the Video Game Pioneers Archive oral history project of the Smithsonian Institution.
Alexander SmithAlexander Smith is a reference librarian with a background in history, research, and law who has been delving into the history of the video game industry for over ten years. He has played a crucial role in the preservation of certain documents and artifacts in early video game history and has conducted over 100 oral history interviews with key executives in the evolution of the industry. Currently, he co-hosts a bi-monthly podcast dedicated to the history of the industry (also called "They Create Worlds") and serves as a researcher and consultant for the Video Game Pioneers Archive oral history project of the Smithsonian Institution.
Thông tin sách: They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. I: 1971-1982 (Kindle, 606 trang) – CRC Press, 2019. Ngôn ngữ: Tiếng Anh.
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.
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