The Tetris Effect - Dan Ackerman

The Tetris Effect

The Game that Hypnotized the World

(Autor)

Buch | Hardcover
272 Seiten
2016
PublicAffairs,U.S. (Verlag)
978-1-61039-611-0 (ISBN)
25,80 inkl. MwSt
The labyrinthine story of Tetris and how it escaped from behind the Iron Curtain to become an unlikely viral hit- and remake the history of video games.
The definitive story of a game so great, even the Cold War couldn't stop itTetris 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 laboured 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.

Dan Ackerman is a former radio DJ turned technology and video game journalist. Ackerman resides in New York City and has written about video games and gadgets for publications including SPIN, Blender, WWE Magazine, and The Hollywood Reporter

Erscheinungsdatum
Sprache englisch
Maße 164 x 236 mm
Gewicht 480 g
Themenwelt Geschichte Teilgebiete der Geschichte Technikgeschichte
Informatik Software Entwicklung Spieleprogrammierung
Informatik Weitere Themen Computerspiele
Wirtschaft Betriebswirtschaft / Management Wirtschaftsinformatik
ISBN-10 1-61039-611-1 / 1610396111
ISBN-13 978-1-61039-611-0 / 9781610396110
Zustand Neuware
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