Masters of Doom

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Masters of Doom

Masters of Doom

How Two Guys Created an Empire and Transformed Pop Culture

  • Author: David Kushner
  • Publisher: Random House
  • ISBN: 9781588362896
  • Category: Biography & Autobiography
  • Page: 352
  • View: 9107
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“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.

Contemporary Authors

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Contemporary Authors

Contemporary Authors

A Bio-Bibliographical Guide to Current Writers in Fiction, General Nonfiction, Poetry, Journalism, Drama, Motion Pictures, Television, and Other Fields

  • Author: Thomson Gale
  • Publisher: Gale Cengage
  • ISBN: 9780787667047
  • Category: Literary Criticism
  • Page: 452
  • View: 7440
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Your students and users will find biographical information on approximately 300 modern writers in this volume of Contemporary Authors® .

Master of the Dead (Harbinger of Doom -- Volume 8)

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Master of the Dead (Harbinger of Doom -- Volume 8)

Master of the Dead (Harbinger of Doom -- Volume 8)

Epic Fantasy Series

  • Author: Glenn G. Thater
  • Publisher: Glenn G. Thater
  • ISBN: N.A
  • Category: Fiction
  • Page: 310
  • View: 4687
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Vampires. Zombies. Wendigo. There’s a million books about them, and of similar paranormal, undead creatures. Sparkly cutesy ones. Vicious evil ones. Heroic ones. Impossible to kill ones. Slow and fast ones. Some books even purport to tell you of their origins. Well, they’re all bunk and bother, as Ob would say. Nothing but humbug. This eighth volume of the Harbinger of Doom saga is different. It reveals the truth about those creatures. About where they really came from. About the terrible threat they posed and may still pose today. And about the brave folk of days long past that stopped them from overrunning the world. BOOKS BY GLENN G. THATER THE HARBINGER OF DOOM SAGA GATEWAY TO NIFLEHEIM THE FALLEN ANGLE KNIGHT ETERNAL DWELLERS OF THE DEEP BLOOD, FIRE, AND THORN GODS OF THE SWORD THE SHAMBLING DEAD MASTER OF THE DEAD SHADOW OF DOOM VOLUME 10+ (forthcoming) HARBINGER OF DOOM (Combines Gateway to Nifleheim and The Fallen Angle into a single volume) THE HERO AND THE FIEND (A novelette set in the Harbinger of Doom universe) THE GATEWAY (A novella length version of Gateway to Nifleheim) THE DEMON KING OF BERGHER (A short story set in the Harbinger of Doom universe) Keywords: free, fantasy, horror, sword and sorcery, norse myths and legends, free epic fantasy, fiction, books, best, top novels, top series, book bundle, book set, free metaphysical & visionary, dark fantasy, gods, demons, wizards, adult fantasy, best novels, best books, best series, google books, fantasy bundle, free horror, free thriller, free action & adventure, cheap books, ebooks, teen ebooks, free myths & legends, norse & Viking, urban fantasy, paranormal, sword & sorcery, norse, epic, epic fantasy, glenn g. thater, free epic fantasy, free, free book, free ebook, free fantasy, fiction books, best novels, top novels, best series, free metaphysical & visionary, dark fantasy, gods, demons, wizards, top novels, free horror, free thriller, free action & adventure, action, adventure, teen ebooks, free myths & legends, free norse, free viking, urban fantasy, paranormal fantasy, free sword & sorcery, best books, google play, science fiction, speculative fiction, trilogy. Similar to books by or about: George R.R. Martin, J.R.R. Tolkien, Robert E. Howard, David Gemmell, Steven Erikson, Michael Moorcock, David Eddings, Glen Cook, Joe Abercrombie, Game of Thrones, The Lord of the Rings, The Hobbit, H.P. Lovecraft, Fritz Leiber, Conan, Patrick Rothfuss, Brandon Sanderson, Scott Lynch, Marion Zimmer Bradley, R. Scott Bakker, Robert Jordan, Robin Hobb, Brent Weeks, Stephen Donaldson. Sword & sorcery fantasy Myths viking celtic free dark urban historical adventure genre fiction men's sea bundle series boxed humor mystery thriller suspense greek magic armor collections sagas juvenile angels demons dragons elf ghost god vampire witch pirates horror romance Arthurian coming of age visionary norse superhero zombies paranormal dystopian action teen medieval general best top author bella forest; fiction; fantasy book; game of thrones; science fiction; mystery; fantasy; george r.r. martin; a shade of vampire; harry potter; stephen king; dungeons and dragons; horror books; game of thrones' books; fantasy books; vampire; fiction books; dragons; paranormal; brandon sanderson; zombie; wheel of time; lord of the rings; j.k. rowling; bella forrest; diana gabaldon; jack thorne; john tiffany; jeff wheeler; george r.r. martin; d.k. holmberg; charlene hartnady; charlie n. holmberg; shannon mayer; patricia briggs; k.f. breene; g.l. breedon; neil gaiman; emma l. adams; jasmine walt; brandon sanderson; jaymin eve; black crouch; bernhard hennen; james sullivan; jonathan moeller; melissa f. olson; terry brooks; linsey hall; j.r. rain; dima zales; james maxwell; rebecca hamilton; jim butcher; j.r.r. tolkien; tim pratt; robert jordan;

The Black Dogs of Doom

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The Black Dogs of Doom

The Black Dogs of Doom

  • Author: Anthony Masters
  • Publisher: Bloomsbury Publishing
  • ISBN: 9780747550815
  • Category: Children's stories
  • Page: 259
  • View: 3947
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The Ness - 600. A time and place of peace, until the black dogs arrive, spreading discord and ultimately doom. But that is many years ago, and Simon and his mother are unaware of their links to this far away time when they come to live with old Mrs Chemaly and her old, battered book. Ages 10+.

Computer Games and Technical Communication

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Computer Games and Technical Communication

Computer Games and Technical Communication

Critical Methods and Applications at the Intersection

  • Author: Asst Prof Jennifer deWinter,Assoc Prof Ryan M Moeller
  • Publisher: Ashgate Publishing, Ltd.
  • ISBN: 1472426401
  • Category: Literary Criticism
  • Page: 336
  • View: 8951
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Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Contributors engage with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work.

Gaming

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Gaming

Gaming

From Atari to Xbox

  • Author: Britannica Educational Publishing
  • Publisher: Britannica Educational Publishing
  • ISBN: 1615307362
  • Category: Juvenile Nonfiction
  • Page: 176
  • View: 370
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Boasting vivid graphics, rapid pacing, and complex narratives, electronic games have evolved both visually and substantially since the early days of Spacewar! and Pong. By allowing users to explore fictional universes, engage in stealth missions, play like their favorite athletes or musicians, and imagine realities both similar to and far-removed from their own, electronic games appeal to a variety of individuals and interests. This absorbing volume details the development of electronic gaming including arcade and early home video consoles through massive multiplayer online games, and examines some of the most popular games of all time.

Hunting Season

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Hunting Season

Hunting Season

A Novel

  • Author: P. T. Deutermann
  • Publisher: St. Martin's Press
  • ISBN: 1429903589
  • Category: Fiction
  • Page: 352
  • View: 6999
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Edward Kreiss is a retired FBI agent--a manhunter whose specialty is making rogue operatives disappear. When Kreiss's daughter vanishes in the backwoods of rural West Virginia, and the FBI has no leads to follow, Kreiss follows his own--with a vengeance. Exercising the lethal maneuvers that made him the best "sweeper" in the business, Kreiss plunges back into action--this time as the dangerous loner he was once trained to kill. Unknown to Kreiss, corrupt agency brass have their own reasons for keeping the kidnapping low-profile--and making the job of eliminating Kreiss high priority. Called in to take him down is a deadly female assassin with a killer instinct that surpasses that of her prey. Now, as hunter becomes hunted, Kreiss finds himself and his daughter trapped in an elaborate game of political scandal and personal revenge. And whatever secret has been buried by Kreiss's elusive enemies is sure to trigger open season on anyone who discovers it.

New Media

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New Media

New Media

A Critical Introduction

  • Author: Martin Lister,Jon Dovey,Seth Giddings,Iain Grant,Kieran Kelly
  • Publisher: Routledge
  • ISBN: 1134083823
  • Category: Language Arts & Disciplines
  • Page: 448
  • View: 7655
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New Media: A Critical Introduction is a comprehensive introduction to the culture, history, technologies and theories of new media. Written especially for students, the book considers the ways in which 'new media' really are new, assesses the claims that a media and technological revolution has taken place and formulates new ways for media studies to respond to new technologies. The authors introduce a wide variety of topics including: how to define the characteristics of new media; social and political uses of new media and new communications; new media technologies, politics and globalization; everyday life and new media; theories of interactivity, simulation, the new media economy; cybernetics, cyberculture, the history of automata and artificial life. Substantially updated from the first edition to cover recent theoretical developments, approaches and significant technological developments, this is the best and by far the most comprehensive textbook available on this exciting and expanding subject. At www.newmediaintro.com you will find: additional international case studies with online references specially created You Tube videos on machines and digital photography a new ‘Virtual Camera’ case study, with links to short film examples useful links to related websites, resources and research sites further online reading links to specific arguments or discussion topics in the book links to key scholars in the field of new media.

Wordplay and the Discourse of Video Games

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Wordplay and the Discourse of Video Games

Wordplay and the Discourse of Video Games

Analyzing Words, Design, and Play

  • Author: Christopher A. Paul
  • Publisher: Routledge
  • ISBN: 1136343059
  • Category: Social Science
  • Page: 230
  • View: 1206
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In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.