The 10 Best Books About Video GamesJune 9 , 2018
Millions of people around the world love to play video games. But far fewer are familiar with the history of the medium, and the way that these fun and interactive worlds are created. If you're interested in diving deep into the world of video games, consider picking up one of these ten fascinating books.
The 10 Best Books About Video Games
|1.||Blood, Sweat, and Pixels||Jason Schreier||The triumphant, turbulant stories behind how video games are made|
|2.||The Comic Book Story of Video Games||Jonathan Hennessey||The incredible history of the electronic gaming revolution|
|3.||Reality Is Broken||Jane McGonigal||Why games make us better and how they can change the world|
|4.||The Toxic Meritocracy of Video Games||Christopher A. Paul||The problems with modern gaming culture|
|5.||Console Wars||Blake J. Harris||Sega, Nintendo, and the battle that defined a generation|
|6.||The Game Believes in You||Greg Toppo||How digital play can make kids smarter|
|7.||Level Up!||Scott Rogers||The guide to great video game design|
|8.||Game On!||Dustin Hansen||Video game history from Pong and Pac-Man to Mario, Minecraft, and more|
|9.||1001 Video Games You Must Play Before You Die||Tony Mott||A guide to some of the greatest games ever made|
|10.||Bit by Bit||Andrew Ervin||How video games transformed the world|
The Early History of Video Games
Video games have evolved from pixelated graphics, childish themes, and simplistic mechanics to what we have today - a rich and diverse platform where people from all over the world can connect to play with each other in real time or take on single-player challenges on their own.
We have shortlisted some good reads about video games, highlighting why these books are helpful resources for any gaming enthusiast. In no particular order, here is our list of 10.
#1 on the list is "Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made." In this book, Jason Schreier offers a concise but intimate peek into the hellfire of the development process. He explains how developers of some of the most popular games have sacrificed heavily to turn their vision into reality. In each chapter, Schreier features a bestselling game, exploring creative challenges, technical issues, impossible deadlines, and market demands.
Next, at #2 is "The Comic Book Story of Video Games: The Incredible History of the Electronic Gaming Revolution." This is a fun and informative read about the history of gaming in graphic novel format. Written by Jonathan Hennessey and illustrated by Jack McGowan, this piece focuses on the innovators who have made the gaming industry a billion dollar art form, along with the brands and devices that have been the most influential.
Following at #3 is "Reality Is Broken: Why Games Make Us Better and How They Can Change the World." Written by famous designer and futurist Jane McGonigal, this book focuses mainly on the positive aspects of gaming, but it does give bits and pieces of the negative. The author tries to counteract cultural taboos associated with the bad effects of playing. She explains how we can leverage the power of games to fix what is wrong with our real situation.
At #4 is "The Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst." Avid gamer and sharp media critic, Christopher A. Paul, explains in this book how the desire to always win empowers the gamer's negative nature. The author offers ways to overcome negativity and foster a more diverse, accepting, and self-reflective attitude that not only players can adapt, but also critics of the playing arena.
At #5 is "Console Wars: Sega, Nintendo, and the Battle that Defined a Generation." Blake J. Harris writes about the "war" between the two companies. The author chronicles how Nintendo revitalized the video game industry in 1990. Sega, on the other hand, having had big aspirations, challenged their rival's monopoly. The competition was fierce and highly profitable, resulting in a multi-billion dollar business.
Taking the #6 spot is "The Game Believes in You: How Digital Play Can Make Our Kids Smarter." This is Greg Toppo's highly informative and entertaining book that presents the story of innovative teachers, researchers, and designers who are harnessing the power of video games to engage students. The author manages to excite both educators and parents with his unconventional ideas.
At #7 is "Level Up! The Guide to Great Video Game Design." Here, gaming expert Scott Rogers writes clear and well-thought out examples on how to develop marketable ideas. Readers will learn how to create the most exciting levels and precise controls. Also discussed in this book are the different production stages and the issues that a developer may encounter. This serves as a useful tool for professionals or future designers.
Next, at the #8 spot is "Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More" by Dustin Hansen. Starting with Pong to League of Legends, each chapter in this book discusses the beginnings, development, public acceptance, and other details about each platform, accompanied by little facts written on the sidebars.
At #9 is "1001 Video Games You Must Play Before You Die." In the pages, Tony Mott presents a list of video games released between 1970 and 2010. The data is organized chronologically on all formats, from pioneering consoles like Atari's VCS to home entertainment platforms such as Sony's PlayStation 4. It covers all genres and includes short reviews by a range of game developers and critics.
Finally, at #10 is "Bit by Bit: How Video Games Transformed Our World." This book charts gaming history, starting from the early 1950s to the millennial period. It is Andrew Ervin's personal work of art, chronicling his travels to arcades, junk shops, and laboratories. Readers will also find interviews done by Ervin with scientists and developers, exploring the idea that games turn players into artists.
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