The Tetris effect: the game that hypnotized the world
"Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, bec...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
New York
PublicAffairs
2016
|
Ausgabe: | First edition |
Schlagworte: | |
Zusammenfassung: | "Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this despite the fact...or perhaps because of it...that it has no superhero to merchandise and no story to dramatize. Tetris is abstraction translated to bytes, a puzzle game in its purest form. Yet its origin story is so improbable that it's amazing that any of us ever played the game. In this surprising and entertaining book, tech reporter Dan Ackerman explains how a Soviet programmer named Alexey Pajitnov was struck with inspiration as a teenager, then meticulously worked for years to bring the game he had envisioned to life. Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his office, and then out of it, entrancing player after player with its hypnotic shapes. It became almost a metaphor for the late Soviet era, with the kinetic energy of commerce pushing ever harder against the walls put up by the government. British, American, and Japanese moguls saw the game's potential and worked, often unscrupulously, to beat each other in the race to sell the game. Ackerman tells the story of these men and their maneuvers, and how the game made it to consumers' hands in the United States on a Game Boy screen in 1989"... |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | vi, 264 pages |
ISBN: | 9781610396110 9781610396127 |
Internformat
MARC
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300 | |a vi, 264 pages | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references and index | ||
520 | |a "Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this despite the fact...or perhaps because of it...that it has no superhero to merchandise and no story to dramatize. Tetris is abstraction translated to bytes, a puzzle game in its purest form. Yet its origin story is so improbable that it's amazing that any of us ever played the game. In this surprising and entertaining book, tech reporter Dan Ackerman explains how a Soviet programmer named Alexey Pajitnov was struck with inspiration as a teenager, then meticulously worked for years to bring the game he had envisioned to life. Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his office, and then out of it, entrancing player after player with its hypnotic shapes. It became almost a metaphor for the late Soviet era, with the kinetic energy of commerce pushing ever harder against the walls put up by the government. British, American, and Japanese moguls saw the game's potential and worked, often unscrupulously, to beat each other in the race to sell the game. Ackerman tells the story of these men and their maneuvers, and how the game made it to consumers' hands in the United States on a Game Boy screen in 1989"... | ||
600 | 1 | 4 | |a Pajitnov, Alexey |d 1956- |
630 | 0 | 4 | |a Computer games |x History |
648 | 7 | |a Geschichte |2 gnd |9 rswk-swf | |
650 | 7 | |a GAMES / Video & Electronic |2 bisacsh | |
650 | 7 | |a COMPUTERS / Programming / Games |2 bisacsh | |
650 | 7 | |a BUSINESS & ECONOMICS / Industries / Computer Industry |2 bisacsh | |
650 | 4 | |a Geschichte | |
650 | 4 | |a Industrie | |
650 | 4 | |a Wirtschaft | |
650 | 4 | |a Computer games |x Programming |x History | |
650 | 4 | |a GAMES / Video & Electronic | |
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Datensatz im Suchindex
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---|---|
any_adam_object | |
author | Ackerman, David |
author_facet | Ackerman, David |
author_role | aut |
author_sort | Ackerman, David |
author_variant | d a da |
building | Verbundindex |
bvnumber | BV043839300 |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.15 |
callnumber-search | GV1469.15 |
callnumber-sort | GV 41469.15 |
callnumber-subject | GV - Leisure and Recreation |
ctrlnum | (OCoLC)965149964 (DE-599)BVBBV043839300 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
edition | First edition |
era | Geschichte gnd |
era_facet | Geschichte |
format | Book |
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institution | BVB |
isbn | 9781610396110 9781610396127 |
language | English |
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spelling | Ackerman, David Verfasser aut The Tetris effect the game that hypnotized the world Dan Ackerman First edition New York PublicAffairs 2016 vi, 264 pages txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index "Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this despite the fact...or perhaps because of it...that it has no superhero to merchandise and no story to dramatize. Tetris is abstraction translated to bytes, a puzzle game in its purest form. Yet its origin story is so improbable that it's amazing that any of us ever played the game. In this surprising and entertaining book, tech reporter Dan Ackerman explains how a Soviet programmer named Alexey Pajitnov was struck with inspiration as a teenager, then meticulously worked for years to bring the game he had envisioned to life. Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his office, and then out of it, entrancing player after player with its hypnotic shapes. It became almost a metaphor for the late Soviet era, with the kinetic energy of commerce pushing ever harder against the walls put up by the government. British, American, and Japanese moguls saw the game's potential and worked, often unscrupulously, to beat each other in the race to sell the game. Ackerman tells the story of these men and their maneuvers, and how the game made it to consumers' hands in the United States on a Game Boy screen in 1989"... Pajitnov, Alexey 1956- Computer games History Geschichte gnd rswk-swf GAMES / Video & Electronic bisacsh COMPUTERS / Programming / Games bisacsh BUSINESS & ECONOMICS / Industries / Computer Industry bisacsh Geschichte Industrie Wirtschaft Computer games Programming History GAMES / Video & Electronic COMPUTERS / Programming / Games BUSINESS & ECONOMICS / Industries / Computer Industry Tetris (DE-588)1121689914 gnd rswk-swf Tetris Tetris (DE-588)1121689914 s Geschichte z DE-604 Erscheint auch als Online-Ausgabe Ackerman, Dan, author Tetris effect. New York : PublicAffairs, 2016 |
spellingShingle | Ackerman, David The Tetris effect the game that hypnotized the world Pajitnov, Alexey 1956- Computer games History GAMES / Video & Electronic bisacsh COMPUTERS / Programming / Games bisacsh BUSINESS & ECONOMICS / Industries / Computer Industry bisacsh Geschichte Industrie Wirtschaft Computer games Programming History GAMES / Video & Electronic COMPUTERS / Programming / Games BUSINESS & ECONOMICS / Industries / Computer Industry Tetris (DE-588)1121689914 gnd |
subject_GND | (DE-588)1121689914 |
title | The Tetris effect the game that hypnotized the world |
title_auth | The Tetris effect the game that hypnotized the world |
title_exact_search | The Tetris effect the game that hypnotized the world |
title_full | The Tetris effect the game that hypnotized the world Dan Ackerman |
title_fullStr | The Tetris effect the game that hypnotized the world Dan Ackerman |
title_full_unstemmed | The Tetris effect the game that hypnotized the world Dan Ackerman |
title_short | The Tetris effect |
title_sort | the tetris effect the game that hypnotized the world |
title_sub | the game that hypnotized the world |
topic | Pajitnov, Alexey 1956- Computer games History GAMES / Video & Electronic bisacsh COMPUTERS / Programming / Games bisacsh BUSINESS & ECONOMICS / Industries / Computer Industry bisacsh Geschichte Industrie Wirtschaft Computer games Programming History GAMES / Video & Electronic COMPUTERS / Programming / Games BUSINESS & ECONOMICS / Industries / Computer Industry Tetris (DE-588)1121689914 gnd |
topic_facet | Pajitnov, Alexey 1956- Computer games History GAMES / Video & Electronic COMPUTERS / Programming / Games BUSINESS & ECONOMICS / Industries / Computer Industry Geschichte Industrie Wirtschaft Computer games Programming History Tetris |
work_keys_str_mv | AT ackermandavid thetetriseffectthegamethathypnotizedtheworld |