This book is a potted history of video games, telling all the rollercoaster stories of this fascinating young industry that’s now twice as big globally than the film and music industries combined. Each chapter explores the history of video games through a different lens, giving a uniquely well-rounded overview.
Packed with pictures and stats, this book is for video gamers nostalgic for the good old days of gaming, and young gamers curious about how it all began. If you’ve ever enjoyed a video game, or you just want to see what all the fuss is about, this book is for you.
There are stories about the experimental games of the 1950s and 1960s; the advent of home gaming in the 1970s; the explosion – and implosion – of arcade gaming in the 1980s; the console wars of the 1990s; the growth of online and mobile games in the 2000s; and we get right up to date with the 2010s, including such cultural phenomena as twitch.tv, the Gamergate scandal, and Fortnite.
But rather than telling the whole story from beginning to end, each chapter covers the history of video games from a different angle: platforms and technology, people and personalities, companies and capitalism, gender and representation, culture, community, and finally the games themselves.
This book was sent to me by the publisher in return for an honest review.
I hang around with gamers. It would be nice to have some idea of what they’re babbling on about. This book provides a history of computer games from several different angles. I found this a useful way of understanding the developments, especially the chapters about console development and about culture.
There are lots of pictures, some quite nostalgic – my sister had an original game boy with Tetris and Super Mario for instance. The biographies of important people involved in games and console development were interesting. A couple of them are definitely autistic.
There was quite a bit of detail and the references are fairly extensive so as a place to start, this potted history is a good one.
Unfortunately, the two chapters I was really interested in were truncated. Between pages 65 and 81 – most of the chapters on the important personalities of games development and gender and representation in games – had been replaced by a repeat of the previous chapter, on console development. I understand that I got an an ARC so errors happen, but it is disappointing.
Reveals the diversity crisis in children’s and young adult media as not only a lack of representation, but a lack of imagination
Stories provide portals into other worlds, both real and imagined. The promise of escape draws people from all backgrounds to speculative fiction, but when people of color seek passageways into the fantastic, the doors are often barred. This problem lies not only with children’s publishing, but also with the television and film executives tasked with adapting these stories into a visual world. When characters of color do appear, they are often marginalized or subjected to violence, reinforcing for audiences that not all lives matter.
The Dark Fantastic is an engaging and provocative exploration of race in popular youth and young adult speculative fiction. Grounded in her experiences as YA novelist, fanfiction writer, and scholar of education, Thomas considers four black girl protagonists from some of the most popular stories of the early 21st century: Bonnie Bennett from the CW’s The Vampire Diaries, Rue from Suzanne Collins’s The Hunger Games, Gwen from the BBC’s Merlin, and Angelina Johnson from J.K. Rowling’s Harry Potter. Analyzing their narratives and audience reactions to them reveals how these characters mirror the violence against black and brown people in our own world.
In response, Thomas uncovers and builds upon a tradition of fantasy and radical imagination in Black feminism and Afrofuturism to reveal new possibilities. Through fanfiction and other modes of counter-storytelling, young people of color have reinvisioned fantastic worlds that reflect their own experiences, their own lives. As Thomas powerfully asserts, “we dark girls deserve more, because we are more.”
Are you a fan of the undead? Watch lots of Mummy, zombie and vampire movies and TV shows? Have you ever wondered if they could be ‘real’?
This book, A History of the Undead, unravels the truth behind these popular reanimated corpses.
Starting with the common representations in Western Media through the decades, we go back in time to find the origins of the myths. Using a combination of folklore, religion and archaeological studies we find out the reality behind the walking dead. You may be surprised at what you find.
The book is divided into seven chapters, two each on mummies, two on zombies and three on vampires. The author covers the literary and film history of the undead in one chapter and then the folklore in the second chapter. In the vampire section Booth also covers the modern ‘vampires’ – people who think they’re vampires or live a ‘vampire lifestyle’.
I liked the way the author wrote the chapters as individual essays, because they can be dipped into, and the illustrations. It is a good introduction to the subject, and the author states that it is an introduction not the be-all-end-all on the subject.
Despite my enjoyment of academic texts, I found it was a bit dry at times and there were some errors in reference to some of the televsion series.
It would have been good to have a summation chapter drawing all the thought lines together.