Gaming the Iron Curtain

Gaming the Iron Curtain
Author: Jaroslav Svelch
Publsiher: MIT Press
Total Pages: 401
Release: 2023-09-19
Genre: Games & Activities
ISBN: 9780262549288

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How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc. Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.

Gaming the Iron Curtain

Gaming the Iron Curtain
Author: Jaroslav Švelch
Publsiher: Unknown
Total Pages: 135
Release: 2018
Genre: Computer games
ISBN: 0262349507

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"Based on oral histories gathered from players, game creators and hobbyists active in the 1980s, as well as archival material like computer club newsletters, official documents, hobby magazines, TV broadcasts and the games produced in the period, Gaming the Iron Curtain offers a social history of games in Communist-era Czechoslovakia - a country with a rigid centrally planned economy, separated from its Western neighbors by the so-called Iron Curtain. In Czechoslovakia at the time, there was no hardware or software market, no private enterprise, no commercial advertising and no publicly available computing or gaming magazines. Despite these limitations, a vibrant computer hobby scene emerged. Tens of thousands of Czechs and Slovaks played computer games and at least two hundred titles were developed over the course of the 1980s. Aside from playing games, Czechoslovak home computer enthusiasts were also "gaming" their hardware and software by discovering new ways to code, crack and hack. But most importantly, they looked for and took advantage of 'gaps' in the Iron Curtain and the oppressive political regime in order to play and create games. Gaming the Iron Curtain therefore an original historical narrative as well as a comprehensive social historical understanding of how computer games were made and how gaming communities functioned in the Soviet bloc"--

Tetris

Tetris
Author: Brian "Box" Brown
Publsiher: First Second
Total Pages: 256
Release: 2016-11-01
Genre: Comics & Graphic Novels
ISBN: 9781250145895

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For fans of Tetris on Apple TV+, read the true story of Henk Rogers, Alexey Pajitnov, and the perfect game. Simple yet addictive, Tetris delivers an irresistible, unending puzzle that has players hooked. Play it long enough and you’ll see those brightly colored geometric shapes everywhere. You’ll see them in your dreams. Alexey Pajitnov had big ideas about games. In 1984, he created Tetris in his spare time while developing software for the Soviet government. Once Tetris emerged from behind the Iron Curtain, it was an instant hit. Nintendo, Atari, Sega—game developers big and small all wanted Tetris. A bidding war was sparked, followed by clandestine trips to Moscow, backroom deals, innumerable miscommunications, and outright theft. In this graphic novel, New York Times–bestselling author Box Brown untangles this complex history and delves deep into the role games play in art, culture, and commerce. For the first time and in unparalleled detail, Tetris: The Games People Play tells the true story of the world’s most popular video game.

Against Flow

Against Flow
Author: Braxton Soderman
Publsiher: MIT Press
Total Pages: 329
Release: 2021-04-27
Genre: Games & Activities
ISBN: 9780262362481

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A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.

Tanks at the Iron Curtain 1946 60

Tanks at the Iron Curtain 1946   60
Author: Steven J. Zaloga
Publsiher: Bloomsbury Publishing
Total Pages: 49
Release: 2021-11-25
Genre: History
ISBN: 9781472843319

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A study of the Soviet and NATO armored forces that faced each other off in Central Europe in the early Cold War, and how their technology, tactics, and doctrine were all rapidly developed. For 45 years, the most disputed point in the World was the dividing line between East and West in Europe; here the use and development of tanks was key. In this fully illustrated study, author Steve Zaloga, describes how Soviet and NATO tanks were deployed in the early years of the Cold War, and how a generation of tanks such as the Soviet T-44/T-54 and IS-3, British Centurion, US Army M26/M46 Pershing (all developed during World War II) saw extensive service after the war had ended. Initial post-war generation tanks including the Soviet T-54A, T-10 heavy tank, British late-model Centurions, Conqueror, US Army M41, M47, M48 and the French AMX-13 are examined in detail alongside the most important technical trends of the era: the development of shaped-charge anti-tank projectiles, the influence of anti-tank missiles, and the introduction of chemical/nuclear protection and night fighting equipment. The book also considers the influence of post-war doctrine and tactics on tank technology and the effect of regional conflicts such as the 1950 Korean War, the war in Indo-China, and the 1956 Mid East War on tank warfare.

The Tetris Effect

The Tetris Effect
Author: Dan Ackerman
Publsiher: PublicAffairs
Total Pages: 272
Release: 2016-09-06
Genre: Games & Activities
ISBN: 9781610396127

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The definitive story of a game so great, even the Cold War couldn't stop it Tetris is perhaps the most instantly recognizable, popular video game ever made. But how did an obscure Soviet programmer, working on frail, antiquated computers, create a product which has now earned nearly 1 billion in sales? How did a makeshift game turn into a worldwide sensation, which has been displayed at the Museum of Modern Art, inspired a big-budget sci-fi movie, and been played in outer space? A quiet but brilliant young man, Alexey Pajitnov had long nurtured a love for the obscure puzzle game pentominoes, and became obsessed with turning it into a computer game. Little did he know that the project that he labored on alone, hour after hour, would soon become the most addictive game ever made. In this fast-paced business story, reporter Dan Ackerman reveals how Tetris became one of the world's first viral hits, passed from player to player, eventually breaking through the Iron Curtain into the West. British, American, and Japanese moguls waged a bitter fight over the rights, sending their fixers racing around the globe to secure backroom deals, while a secretive Soviet organization named ELORG chased down the game's growing global profits. The Tetris Effect is an homage to both creator and creation, and a must-read for anyone who's ever played the game—which is to say everyone.

Atari to Zelda

Atari to Zelda
Author: Mia Consalvo
Publsiher: MIT Press
Total Pages: 269
Release: 2016-04-08
Genre: Games & Activities
ISBN: 9780262034395

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The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.

Breakaway

Breakaway
Author: Tal Pinchevsky
Publsiher: John Wiley & Sons
Total Pages: 231
Release: 2012-06-12
Genre: Sports & Recreation
ISBN: 9781118096215

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From behind the Iron Curtain onto hockey's biggest stage The incredible true story of the trailblazing men who risked everything to pass through the Iron Curtain and become NHL superstars, Breakaway is a thrilling look at the untold stories that changed hockey forever. From midnight meetings in secluded forests, to evading capture by military and police forces, this is the story of the brave players whose passion of the game trumped all. Featuring exclusive interviews with the legends of the ice who put everything on the line just for the chance to play on the world's greatest stage, many of them speaking about their experiences for the very first time, the book looks at how Peter Stastny, Igor Larionov, Petr Klima, Petr Nedved, Sergei Fedorov, Slava Fetisov, Alexander Mogilny, and other hockey superstars captured the imaginations of fans around the world. The remarkable true story of some of the true pioneers of hockey, told for the very first time, often in the players' own words A fascinating look behind the Iron Curtain and the trials these brave men endured for a taste of freedom, through their love of the game Looks at how some of the NHL's greatest players made it onto North American ice As much a tale of espionage and social history as a gripping hockey chronicle, Breakaway sheds light on the untold stories of some of the sports' most inspiring heroes.