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CHECK IT OUT:

Video games have come a long way since the early days of Pong, the Atari 2600 and Pac-Man. With the development of powerful new technology, video games today look far more realistic than their 8-bit ancestors. The video game industry has rooted itself deep within popular culture, and with growing yearly revenue, it is poised to overtake the film industry. This week, we’ll take a look at titles that reflect video game history, its controversies, and fond memories of those who grew up with them.

•?“The Encyclopedia of Game Machines,” by Vinnie Forster: Forster’s book is an entertaining piece of work that charts the history of video games from its humble beginnings. Filled with images of many game machines and screenshots from a handful of titles as well as technical specs, sales figures and life cycles, Forster’s work is an entertaining and educational read for those looking into the history of the industry. The material presented here also touches on the world of classic-game collecting, where gamers will spend upward of $1,000 or more in order to obtain old systems and games.

•?“Gamers: Writers, Artists & Programmers on the Pleasures of Pixels,” edited by Shanna Compton: “Gamers” is a collection of essays by numerous journalists who share their fondest memories of playing video games as children. It will appeal to those who grew up in the Atari and Nintendo generations. It may bring back a touch of nostalgia and perhaps a longing to replay the games.

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•?“Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture,” by David Kushner: Kushner presents the life story of two of video gaming’s first celebrities, John Carmack and John Romeo, who created the industry’s most famous (and infamous) first-person shooter, Doom. “Masters” is a tale of two divergent programmers finding immediate success and became media darlings (with all the troubles that come with it). Readers wanting a look at the ups and downs of video game design will enjoy this narrative about one game’s impact on an entire industry, which is still felt today.

•?“Grand Theft Childhood: The Surprising Truth about Violent Video Games,” by Lawrence Kutner and Cheryl K. Olson: Despite the success of the video game industry and its place within popular culture, the subject of video game violence and its exposure to young children is an ongoing and heated debate. Kutner and Olson attempt to sift through popular misconceptions, sensationalism and misinformation that usually dominate concerns over video games and violence in mass media. Through argument analysis and psychological research studies, the authors present their case for video games as a fun activity for all ages and dispense general advice to parents concerned about younger audiences and their access to games.

•?“The Battle for Azeroth: Adventure, Alliance and Addiction,” edited by Bill Fawcett: For a video game that claims more than 6 million monthly subscriptions, holds an annual convention, is referenced in popular television shows, endorsed by celebrities and the inspiration for countless fan-made websites and art, very little has been written about the phenomenon that is “World of Warcraft.” Fawcett’s book contains several essays about the lives, loves and losses of the player-controlled avatars that live and do battle in the virtual land of Azeroth, as well as the game’s impact on the industry. A fun and entertaining read that delves into one of gaming’s most popular and ever-growing role-playing game since “Dungeons and Dragons.”


CHECK IT OUT is written by the staff of the Newport Beach Public Library. All titles may be reserved from home or office computers by accessing the catalog at www.newportbeachlibrary.org. For more information on the Central Library or any of the branches, please contact the Newport Beach Public Library at (949) 717-3800, option 2.

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