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Summary and Analysis of The Tetris Effect: The Game that Hypnotized the World

Summary and Analysis of The Tetris Effect: The Game that Hypnotized the World PDF Author: Worth Books
Publisher: Open Road Media
ISBN: 1504008715
Category : Games & Activities
Languages : en
Pages : 49

Book Description
So much to read, so little time? This brief overview of The Tetris Effect tells you what you need to know—before or after you read Dan Ackerman’s book. Crafted and edited with care, Worth Books set the standard for quality and give you the tools you need to be a well-informed reader. This short summary and analysis of The Tetris Effect includes: Historical context Chapter-by-chapter summaries Profiles of the main characters Detailed timeline of key events Important quotes Fascinating trivia Glossary of terms Supporting material to enhance your understanding of the original work About The Tetris Effect: The Game that Hypnotized the World by Dan Ackerman: In his book The Tetris Effect, Dan Ackerman provides an informative, intriguing account of the history of one of the world’s most popular video games. The surprising story begins in Soviet Russia, where computer researcher Alexey Pajitnov programmed the first version of Tetris using outdated software—before it spread westward and went viral. As the addictive game grew in popularity around the world, so did the fight for its ownership. Learn about the early days of Cold War–era computer programming, the people and companies who sought control of the intellectual property, and how playing Tetris physically impacts our brains. The summary and analysis in this ebook are intended to complement your reading experience and bring you closer to a great work of nonfiction.

Summary and Analysis of The Tetris Effect: The Game that Hypnotized the World

Summary and Analysis of The Tetris Effect: The Game that Hypnotized the World PDF Author: Worth Books
Publisher: Open Road Media
ISBN: 1504008715
Category : Games & Activities
Languages : en
Pages : 49

Book Description
So much to read, so little time? This brief overview of The Tetris Effect tells you what you need to know—before or after you read Dan Ackerman’s book. Crafted and edited with care, Worth Books set the standard for quality and give you the tools you need to be a well-informed reader. This short summary and analysis of The Tetris Effect includes: Historical context Chapter-by-chapter summaries Profiles of the main characters Detailed timeline of key events Important quotes Fascinating trivia Glossary of terms Supporting material to enhance your understanding of the original work About The Tetris Effect: The Game that Hypnotized the World by Dan Ackerman: In his book The Tetris Effect, Dan Ackerman provides an informative, intriguing account of the history of one of the world’s most popular video games. The surprising story begins in Soviet Russia, where computer researcher Alexey Pajitnov programmed the first version of Tetris using outdated software—before it spread westward and went viral. As the addictive game grew in popularity around the world, so did the fight for its ownership. Learn about the early days of Cold War–era computer programming, the people and companies who sought control of the intellectual property, and how playing Tetris physically impacts our brains. The summary and analysis in this ebook are intended to complement your reading experience and bring you closer to a great work of nonfiction.

The Tetris Effect

The Tetris Effect PDF Author: Dan Ackerman
Publisher: PublicAffairs
ISBN: 161039612X
Category : Games & Activities
Languages : en
Pages : 273

Book Description
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.

Tetris

Tetris PDF Author: Box Brown
Publisher: Macmillan
ISBN: 162672315X
Category : Comics & Graphic Novels
Languages : en
Pages : 258

Book Description
Documents the history of the video game Tetris and looks at the role games play in art, culture, and commerce.

Heroes and Villains of Finance

Heroes and Villains of Finance PDF Author: Adam Baldwin
Publisher: John Wiley & Sons
ISBN: 1119039002
Category : Business & Economics
Languages : en
Pages : 216

Book Description
Explore history's titans of finance, and their lasting global impact Heroes and Villains of Finance is a fascinating dive into the history of money as an institution, highlighting the fifty most significant figures that, rightly or wrongly, are responsible for the financial landscape we live in today. From philosophers and bankers to fraudsters and academics, this book provides a striking introduction to the most remarkable characters in the history of finance. Their impact reaches far beyond the financial system itself, and has helped shape the course of human history. The economic systems of today would look very differently if it weren't for these innovators, thought leaders, storytellers, and rebels, and this captivating examination takes you inside their stories to understand their thinking, their background, their perspective, and their inspiration. People both inside and outside the world of finance are perpetually curious about the larger-than-life characters who built, shaped, and continue to populate the industry. Their actions, both positive and negative, are responsible for what we understand as finance today. This book provides a glimpse into the events and motivations that contributed to the industry's evolution. Learn how the Knights Templar became the first banking institution Examine the Rothschild family's pioneering use of financial instruments in order to safeguard their wealth from distrusting European monarchs Study the origins and evolution of the Ponzi scheme Realise how Reaganomics still affects the U.S. economy today The finance industry is always in the public eye, and it's one of the few places where the actions of a few — or even a single person — can ripple throughout large populations. Heroes and Villains of Finance gives you a closer look at the biggest names that had the biggest impact, for better or worse. "This book is a marvellous introduction to a gallery of fascinating figures from the world of Big Money. The author has chosen a brilliant collection of crooks, entrepreneurs, philosophers, economists and bankers. These highly readable short lives provide an excellent education to any reader who wants to understand the personalities who shaped today's world of investment" —Luke Johnson, Chairman of Risk Capital Partners, former chairman of Pizza Express and Channel 4 Television, Financial Times columnist and author of Start It Up "Heroes and Villains of Finance provides a fascinating and insightful guide to the personalities and developments that have transformed finance and continue to do so. Anyone trying to understand where finance is now, how it got there and where it might go should read this book" —Dr Stephen Davies, Institute of Economic Affairs "An exciting, informative ride through the big ideas and even bigger personalities that have shaped the world of finance." —Sam Bowman, The Adam Smith Institute "This delightful book provides a punchy reminder that, whilst we should rightly celebrate the longevity of the vision of the heroes of finance like Adam Smith, the potential downsides of financial innovation have always been with us which we are inclined to forget" —Professor Mike Wright, Professor of Entrepreneurship at Imperial College London and ranked #1 worldwide for publications in academic entrepreneurship

100 Things Star Wars Fans Should Know & Do Before They Die

100 Things Star Wars Fans Should Know & Do Before They Die PDF Author: Dan Casey
Publisher: Triumph Books
ISBN: 1633193454
Category : Art
Languages : en
Pages : 403

Book Description
Perfect for Star Wars fans who think they already know everythingOn May 25, 1977, the world of science fiction, film, and pop culture was changed forever with the release of Star Wars. The beginning of this epic space opera franchise would inspire an expanded universe of creativity, including books, comic books, theme parks, and much more. With extensive back stories, lore, and author Dan Casey's encyclopedic knowledge on the subject, this lively, detailed book explores the characters, storylines, and facts every true Star Wars fan should know. This guide covers the history of how a multibillion-dollar and beloved institution was born and went on to flourish. Dan Casey has collected every essential piece of Star Wars knowledge and trivia, including what infamous, cult classic TV movie introduced beloved bounty hunter Boba Fett, what Star Wars novel was released in 1976 before the first movie premiered, and what animal species is named after Han Solo. Whether you're a fan of the original film trilogy, an avid reader of the books, or can't wait to see what J. J. Abrams does with the next generation of movies, 100 Things Star Wars Fans Should Know & Do Before They Die is the perfect resource for all Star Wars fans looking to increase their knowledge of the storied franchise and look back on the most memorable moments of a galaxy "far, far away."

Everything Bad is Good for You

Everything Bad is Good for You PDF Author: Steven Johnson
Publisher: Penguin
ISBN: 1101158018
Category : Social Science
Languages : en
Pages : 274

Book Description
From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author.

Blood, Sweat, and Pixels

Blood, Sweat, and Pixels PDF Author: Jason Schreier
Publisher: HarperCollins
ISBN: 0062651242
Category : Business & Economics
Languages : en
Pages : 312

Book Description
NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.

The Rise and Fall of the Second Largest Empire in History

The Rise and Fall of the Second Largest Empire in History PDF Author: Thomas J. Craughwell
Publisher: Quarto Publishing Group USA
ISBN: 1616738510
Category : History
Languages : en
Pages : 273

Book Description
How Genghis Khan and the Mongols conquered nearly one-sixth of the planet: “The fascinating story of history’s most misunderstood empire builders.” —Alan Axelrod, bestselling author of Miracle at Belleau Wood Emerging out of the vast steppes of Central Asia in the early 1200s, the Mongols, under their ferocious leader, Genghis Khan, quickly carved out an empire that by the late thirteenth century covered almost one-sixth of the Earth’s landmass—from Eastern Europe to the eastern shore of Asia—and encompassed 110 million people. Far larger than the much more famous domains of Alexander the Great and ancient Rome, it has since been surpassed in overall size and reach only by the British Empire. The Rise and Fall of the Second Largest Empire in the World recounts the spectacularly rapid expansion and dramatic decline of the Mongol realm, while examining its real, widespread, and enduring influence on countless communities from the Danube River to the Pacific Ocean. “Great sweeping history from a superb writer.” —Joseph Cummins, author of The War Chronicles “A skillful and imaginative storyteller and conscientious historian.” —David Willis McCullough, author of Wars of the Irish Kings

Press Reset

Press Reset PDF Author: Jason Schreier
Publisher: Hachette UK
ISBN: 1538735482
Category : Games & Activities
Languages : en
Pages : 304

Book Description
From the bestselling author of Blood, Sweat, and Pixels comes the next definitive, behind-the-scenes account of the video game industry: how some of the past decade's most renowned studios fell apart—and the stories, both triumphant and tragic, of what happened next. Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it. The business of videogames is both a prestige industry and an opaque one. Based on dozens of first-hand interviews that cover the development of landmark games—Bioshock Infinite, Epic Mickey, Dead Space, and more—on to the shocking closures of the studios that made them, Press Reset tells the stories of how real people are affected by game studio shutdowns, and how they recover, move on, or escape the industry entirely. Schreier's insider interviews cover hostile takeovers, abusive bosses, corporate drama, bounced checks, and that one time the Boston Red Sox's Curt Schilling decided he was going to lead a game studio that would take out World of Warcraft. Along the way, he asks pressing questions about why, when the video game industry is more successful than ever, it's become so hard to make a stable living making video games—and whether the business of making games can change before it's too late.

Sid Meier's Memoir!: A Life in Computer Games

Sid Meier's Memoir!: A Life in Computer Games PDF Author: Sid Meier
Publisher: W. W. Norton & Company
ISBN: 1324005882
Category : Biography & Autobiography
Languages : en
Pages : 233

Book Description
The life and career of the legendary developer celebrated as the “godfather of computer gaming” and creator of Civilization, featuring his rules of good game design. "Sid Meier is a foundation of what gaming is for me today." — Phil Spencer, head of Xbox Over his four-decade career, Sid Meier has produced some of the world’s most popular video games, including Sid Meier’s Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a video game should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design.