List of books about video games

Last updated

The following is a list of books about video games, which range from development, theory, history, to game art design books.

Contents

Business

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made: ( ISBN   978-0062651235) by Jason Schreier
Business & Legal Primer for Game Development
( ISBN   1-58450-492-7) by Brian Green and S. Gregory Boyd
Changing the Game: How Video Games Are Transforming the Future of Business: ( ISBN   978-0-13-217147-2) by David Edery and Ethan Mollick
Gamers at Work: Stories Behind the Games People Play: ( ISBN   978-1-4302-3351-0) by Morgan Ramsay
Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap: ( ISBN   978-0-566-09167-4) by David Wesley and Gloria Barczak
Online Game Pioneers at Work
( ISBN   978-1-4302-4185-0) by Morgan Ramsay
Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution: ( ISBN   978-0761537083) by Dean Takahashi. The behind-the-scenes story of Microsoft's first gaming console reported by an award-winning journalist and gaming-industry expert.
Not All Fairy Tales Have Happy Endings: The rise and fall of Sierra On-Line: ( ISBN   979-1716727367) by Ken Williams. The inside story of one of the very first computer game companies that for a time, dominated the industry.
Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses Compete: ( ISBN   978-1-4221-4657-6) by Byron Reeves and J. Leighton Read
The Video Games Textbook: History • Business • Technology : ( ISBN   978-0815390893) by Dr. Brian J. Wardyga [1]
We Weren't Facebook: A Scottish student led new start business revolution which didn't happen: by Dr Malcolm A Sutherland: ( ISBN   978-1-310-03221-9) : available from smashwords
The Xbox 360 Uncloaked: The Real Story Behind Microsoft's Next-Generation Video Game Console: ( ISBN   978-0977784219) by Dean Takahashi. An insider's look at the evolution of the Xbox 360 and Microsoft's ambitious gamble to become a leading force in the multi-billion dollar video gaming industry.
Xbox Revisited: A Game Plan for Corporate and Civic Renewal: ( ISBN   978-1612548487) by Robbie Bach. Microsoft's former Chief Xbox Officer outlines the business framework behind the Xbox and Xbox 360 launch.

Design and theory

On the Way to Fun: an Emotion based Approach to Successful Game Design: ( ISBN   978-1-56881-582-4) by Roberto Dillon
8 Bits of Wisdom: Video Game Lessons for Real Life's Endbosses: ( ISBN   978-1-4663-2886-0) by Andy Schindler
Andrew Rollings and Ernest Adams on Game Design
( ISBN   1-59273-001-9) by Andrew Rollings and Ernest W. Adams.
The Art of Computer Game Design
( ISBN   0-88134-117-7) by Chris Crawford is attributed by Wolf & Perron in The Video Game Theory Reader as being the first book devoted to the theory of video games. It was originally published in Berkeley, California by McGraw-Hill/Osborne Media in 1984
The Art Of Game Design
( ISBN   978-0-12-369496-6) by Jesse Schell
Balance of Power: International Politics As the Ultimate Global Game: ( ISBN   978-0914845973) by Chris Crawford
Character Development and Storytelling for Games
( ISBN   1-59200-353-2) by Lee Sheldon
Chris Crawford on Interactive Storytelling
( ISBN   0-321-27890-9) by Chris Crawford
Creating Emotion in Games: The Craft and Art of Emotioneering: ( ISBN   1-59273-007-8) by David Freeman
Designing Virtual Worlds
( ISBN   0-13-101816-7) by Richard Bartle. Definitive work on MMO/virtual world development.
Developing Online Games: An Insider's Guide: ( ISBN   1-59273-000-0) by Jessica Mulligan and Bridgette Patrovsky
Digital Gameplay: Essays on the Nexus of Game and Gamer: ( ISBN   0-7864-2292-0) edited by Nate Garrelts.
Ecrire pour le jeu (writing for game)
( ISBN   978-2-84481-025-0) by Emmanuel Guardiola, 2000, Edition Dixit, Paris
Expressive Processing: Digital Fictions, Computer Games, and Software Studies: ( ISBN   978-0-262-01343-7) by Noah Wardrip-Fruin, Assistant Professor at University of California, Santa Cruz.
Extra Lives: Why Video Games Matter
( ISBN   978-0-307-37870-5) by Tom Bissell
Fun Inc.: Why Games are the 21st Century's Most Serious Business: ( ISBN   0-7535-1985-2) written by Tom Chatfield. A cultural and intellectual exploration of the multiple roles played by games in the 21st century and the myths and attitudes surrounding them.
Gamelife: A Memoir: ( ISBN   9781925240252) written by Michael Clune. Gamelife is part memoir of childhood in the eighties, part meditation on the imaginative world of computer games.
Game Architecture and Design: A New Edition: ( ISBN   0-7357-1363-4) by Andrew Rollings and Dave Morris.
The Game Design Reader
( ISBN   978-0-262-19536-2) by Katie Salen and Eric Zimmerman.
Game Design: From Blue Sky to Green Light
( ISBN   978-1-56881-318-9) by Deborah Todd
Game Design: How to Create Video and Tabletop Games, Start to Finish
( ISBN   978-0-7864-6952-9) by Lewis Pulsipher (2012).
Game Design: The Art and Business of Creating Games: ( ISBN   0-7615-3165-3) Bob Bates.
Game Design: Theory and Practice
( ISBN   1-55622-912-7) by Richard Rouse III.
Game Design Foundations, Second Edition
( ISBN   1-59822-034-9) by Roger E. Pedersen.
Game Design Workshop: Designing, Prototyping, and Playtesting Games
( ISBN   1-57820-222-1) by Tracy Fullerton, with Steven Hoffman and Chris Swain.
Game Interface Design
( ISBN   1-59200-593-4) by Brent Fox.
Game Work: Language, Power, and Computer Game Culture: ( ISBN   0-8173-1418-0) by Ken S. McAllister.
Gamer Theory
( ISBN   0-674-02519-9) by McKenzie Wark. [2]
Half-Real: Video Games between Real Rules and Fictional Worlds
( ISBN   0-262-10110-6) by Jesper Juul. [3]
Inside Electronic Game Design
( ISBN   1-55958-669-9) by Arnie Katz and Laurie Yates.
Introduction to Game Development
( ISBN   1-58450-377-7) by Steve Rabin
Level Up! The Guide to Great Video Game Design
( ISBN   0-470-68867-X) by Scott Rogers.
The Meaning and Culture of Grand Theft Auto: Critical Essays
( ISBN   978-0-7864-2822-9) edited by Nate Garrelts
The Medium of the Video Game
edited by Mark J. P. Wolf.
More Than A Game: The Computer Game as Fictional Form
( ISBN   0-7190-6365-5) by Barry Atkins.
Patterns in Game Design
( ISBN   1-58450-354-8) by Staffan Bjork and Jussi Holopainen
Play Between Worlds: Exploring Online Game Culture: ( ISBN   0-262-20163-1) by T. L. Taylor.
Playing to Win
by David Sirlin.
Rules of Play : Game Design Fundamentals
( ISBN   0-262-24045-9) by Katie Salen and Eric Zimmerman.
Synthetic Worlds: The Business and Culture of Online Games: ( ISBN   0-226-09626-2) by Edward Castronova.
The Business and Culture of Digital Games: Gamework and Gameplay: ( ISBN   1-4129-0047-6) by Aphra Kerr.
A Theory of Fun for Game Design
( ISBN   1-932111-97-2) by Raph Koster.
Trigger Happy
( ISBN   1-55970-598-1/ ISBN   1-84115-121-1) by Steven Poole. Examines video games in terms of their aesthetic appeal — what makes certain games more fun to play than others. It covers aspects such as the effective use of space and perspective in video games, rewards and progression through games, the design of an appealing video game character and the debate over violence in games.
21st Century Game Design
( ISBN   1-58450-429-3) by Chris Bateman and Richard Boon
Understanding Digital Games
( ISBN   1-4129-0034-4/ ISBN   1-4129-0033-6) by Jason Rutter and Jo Bryce. [4]
Understanding Minecraft: Essays on Play, Community and Possibilities
( ISBN   978-0-7864-7974-0) edited by Nate Garrelts
The Philosophy of Computer Games
( ISBN   9789400742482) edited by John R. Sageng et.al.
The Video Game Theory Reader
edited by Mark J.P. Wolf and Bernard Perron.
The Video Game Theory Reader 2
edited by Bernard Perron and Mark J.P. Wolf.

The following are taken from Recommended Reading lists in the Centennial College Seminar Series: The Video Game Industry Lecture Series handouts (2005):

Creating the Art of the Game
by Matthew Omernick. "A great reference to great modelling and texturing techniques."
Animating Real-Time Game Characters
(Game Development Series): by Paul Steed. "Tips and tricks on game animation from the professionals in the industry, especially for the 3D Max [sic] artist."
Game Modeling Using Low Polygon Techniques
by Chad Walker and Eric Walker. "... For the beginner. Learn to design, sketch and model for low-polygon content."
Ultimate Game Design: Building Game Worlds: by Tom Meigs. "An insider[']s perspective on advanced techniques for creatiing [sic] compelling characters and vivid environments. Good reference for artists using Maya."
Character Development and Storytelling for Games (Game Development Series)
by Lee Sheldon. "An excellent writers['] aid in creating content and writing for characters in a game setting."
Gaming 101: A Contemporary History of PC and Video Games: by George Jones.
Supercade: A Visual History of the Videogame Age 1971–1984: by Van Burnham.
Boss Fight Books
A publisher that produces books exclusively about single video games, including:

Gaming Compendiums

Collecting Cartridges: The Price Guide for Classic Video Game Collectors: ( ISBN   9-781545-196113) By Michael S. Richardson. The Atari VCS (2600), 5200, 7800, Mattel Intellivision, Coleco Colecovision and Milton Bradley Microvision. Collecting Cartridges is much more than a book, for many it’s a passion – likely the closest thing to a time machine to our childhoods and a period of time where video game consoles were a completely new concept. It’s technology that demands a fascination, not just by those of us that lived it, but by future generations who wish to enjoy part of this very unique period of time. This guide is a work of love. It came about through the lack of any other detailed price guide that was really reflective of what classic video games, in similar conditions, were selling for. The information took years to compile, but became a personal resource being referenced regularly. There was no reason that if one person found it helpful, many others might as well. The layout of this guide is extremely simple to reference. It explains, through words and pictures, how to categorize any particular game title by its condition. The game titles are then broken down by console, publisher and name. Each title generally has multiple conditions reflective of what the same game would be bought and sold for. Most important is the fact that these prices are, in no way, arbitrary. The prices are an average of each title’s actual selling price. Formulas are used to fill in the value of each game under varying conditions. Great care has also been provided to reference the author(s) of each game. These designers were the proverbial ‘rock stars’ of the day. Part of the enjoyment of collecting is getting to know each programmer and their library of work. This guide contains an appendix which provides a very thorough cross reference. Along with historical information on each console and adding a few fond memories, this guide should be a part of any classic gamer’s library. “Don’t pay too much or accept too little. If you have anything to do with classic video game systems, you need this guide. This is the most accurate way of determining a game’s value.” Published April 24, 2017.
The 100 Greatest Console Video Games: 1977-1987
( ISBN   0-7643-4618-0) by Brett Weiss. Here are the best of the early video games, shown in over 400 color photos and described in incredible detail in the entertaining and informative text. Each game's entry features production history, critical commentary, quotes from industry professionals, gameplay details, comparisons to other games, and more. Published in 2014 by Schiffer.
1001 Video Games You Must Play Before You Die
( ISBN   978-0-7893-2090-2) is a book about 1001 video games worth playing. The main editor is Tony Mott, editor-in-chief of Edge, as well as other gaming journalists. It also includes a preface from Peter Molyneux.
101 Video Games To Play Before You Grow Up
( ISBN   978-1-6332-2385-1) is a children's book by Ben Bertoli featuring 101 video game series worth playing as a child. It includes a synopsis of each series, interesting trivia, and a section for readers to make notes on their favorite games or levels.
Hardcoregaming101.net Presents: The Guide to Classic Graphic Adventures: ( ISBN   1-4609-5579-X) compiled and edited by Kurt Kalata. Published in 2011, it catalogues over 300 graphic adventures, mostly from between 1984 and 2000, including full reviews, box pictures and screenshots. It also includes several developer interviews. [5] [6]
The Video Games Guide
( ISBN   0-7522-2625-8) is a book by Matt Fox first published in October 2006 by Boxtree Pan Macmillan. It is similar in format to a traditional film guide with A to Z reviews of over 1000 video games. Accompanying each review are: the year of release, the system first released on, the developer and publisher, information on sequels and conversions, and a rating between one and five stars. Each 'classic' game that receives five stars has a colour screenshot in a glossy section in the Guide's centre, and these screenshots are arranged by date - providing a visual timeline of game graphics.
The Vid Kid's Book of Home Video Games
( ISBN   0-385-19309-2) by Rawson Stovall. Published in 1984 by Doubleday, it is a collection of reviews for 80 different video games for the Atari 2600, Intellivision, Atari 5200, ColecoVision, Odyssey 2 and Vectrex systems. Many of the reviews first appeared in the syndicated newspaper column The Vid Kid syndicated by Universal Press Syndicate.
Ken Uston's Guide to Buying and Beating the Home Video Games
( ISBN   0-451-11901-0) by Ken Uston. Published in May 1982 by Signet in New York, it was a 676-page strategy guide for many console games in existence at the time.
Score! Beating the Top 16 Video Games
( ISBN   0-451-11813-8) by Ken Uston. Published in 1982.
The Book of Games Volume 1
( ISBN   82-997378-0-X) by gameXplore. This book is the first in The Book of Games series and was published in November 2006 by gameXplore. It describes 150 games from the period 2005–2006. Each game has a short description about the gameplay and challenges accompanied with nine screenshots. The book also has some feature articles about game topics, such as MMORPGs.
The Book of Games Volume 2
( ISBN   82-997378-2-6) by gameXplore. This book is the second in The Book of Games series and was published in November 2007. It describes 100 games from the period November 2006 to November 2007. Each game has a short description about the gameplay and challenges accompanied with nine screenshots. It contains several feature articles and interviews with well-known game developers.
Classic Home Video Games, 1972–1984
( ISBN   0-7864-3226-8) by Brett Weiss. This thoroughly researched reference work provides a comprehensive guide to popular and obscure video games of the 1970s and early 1980s, covering every official United States release for programmable home game consoles of the pre-NES era. Included are the following systems: Adventure Vision, APF MP1000, Arcadia 2001, Astrocade, Atari 2600, Atari 5200, Atari 7800, ColecoVision, Fairchild Channel F, Intellivision, Microvision, Odyssey, Odyssey2, RCA Studio II, Telstar Arcade and Vectrex.
Classic Home Video Games, 1985–1988
( ISBN   0-7864-3660-3) by Brett Weiss. Weiss follows his 2007 volume (Classic Home Video Games, 1972–1984) with this follow-up, which covers games made for the Atari 7800, Nintendo Entertainment System, and Master System, with the bulk of the text devoted to the popular Nintendo system. The entry for each game lists the publisher, developer, possible number of players and year of publication. Sound, graphics and levels of play are briefly described, and the author - an experienced collector and gamer - provides his well-educated opinion on the quality of play. Arcade games and other systems for which the game was also ported to are listed. A glossary and index provide further information. For as far as it goes, this reference is professionally executed and an obvious labor of love.
Classic Home Video Games, 1989–1990: A Complete Guide to Sega Genesis, Neo Geo and TurboGrafx-16 Games: ( ISBN   0-7864-4172-0) by Brett Weiss. The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis, and TurboGrafx-16. This trio of systems ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical info, gameplay details and, typically, the author's critique. In addition, appendices list and offer brief descriptions of all the games for the Atari Lynx, original Game Boy, Neo Geo CD, Sega CD, Sega 32X, and TurboGrafx-CD.
The Complete NES: The Ultimate NES Collector's Book: ( ISBN   978-1-68222-184-6) by Jeffrey Wittenhagen. The first release in the "Complete" series, the book contains original cover artwork by Joe Simko and details all 678 Nintendo-licensed NES games. The book gives a short history of the Nintendo and Famicom systems and box art and a screenshot from each game with an area for collectors to mark for box, cartridge, and manual.

History

The Legend of Argus: The Complete History of Rygar:( ISBN   978-1-7363593-0-3) by Brian Riggsbee (2021). A comprehensive look at the history of the games, characters, and world of Rygar.
Videogame University
(ASIN   1093951532) by George Litvinoff (2019).
A Brief History of Video Games: From Atari to Xbox One: ( ISBN   978-1472118806) by Richard Stanton (2015). A Brief History of Video Games covers a lot of games and a lot of stories spanning many decades. (Polygon)
The Golden Age of Video Games: the Birth of a Multibillion Dollar Industry: ( ISBN   978-1-4398-7323-6) by Roberto Dillon
Classic Video Games: The Golden Age, 1971–1984: ( ISBN   0-7478-1042-7) by Brian Eddy (2012).
Console Wars: Sega, Nintendo, and the Battle that Defined a Generation: ( ISBN   978-0-06-227670-4) by Blake Harris.
The Ultimate Guide To Classic Game Consoles
( ISBN   978-1-4566-1708-0) by Kevin Baker (2013).
Des Pixels à Hollywood. Cinéma et jeu vidéo, une histoire économique et culturelle
( ISBN   2-918272-11-6) by Alexis Blanchet (2009).
The First Quarter: A 25-Year History of Video Games
( ISBN   0-9704755-0-0) by Steven L. Kent. A book portraying the first 25 years of the video game industry.
The Ultimate History of Video Games
( ISBN   0-7615-3643-4) by Steven L. Kent. The updated version of the previous book. This time the author takes the history further into the 1990s, reaching the beginning of the millennium.
The Video Games Textbook: History • Business • Technology: ( ISBN   978-0815390893) by Dr. Brian J. Wardyga [1]
From Sun Tzu to Xbox: War and Video Games: ( ISBN   1-56025-681-8) by Ed Halter.
Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children
( ISBN   0-679-40469-4) by David Sheff. An insider view over Nintendo's roots and domination over the video game industry until the 1990s.
Game Over: the Maturing of Mario: ( ISBN   0-9669617-0-6) by David Sheff. This updated second version of the previous book, takes the Nintendo history of the video game industry until the second half of the 1990s.
Gaming Wonderland
( ISBN   978-1-4523-1894-3) by Francesco Fraulo. [7] An insider look at the video game industry from 1999 to 2004.
Gears of War: Retrospective - The First 10 Years: ( ISBN   978-1772940985) by Arthur Gies. This book tells the story of a franchise that changed the trajectory of Xbox, Epic Games, and an entire console generation, according to its author, Polygon co-founder Arthur Gies. It explains how a game can go from an idea to a billion-dollar franchise from the people who made it happen.
Halcyon Days: Interviews with Classic Computer and Video Game Programmers
by James Hague (1997). Made freely available on the web in 2002.
High Score!: The Illustrated History of Electronic Games
Published in April 2002 by McGraw-Hill Osborne Media and written by Rusel Demaria and Johnny Lee Wilson. The first edition is mostly center on the US video game history, while the second edition, published in December 2003, features a brief history on Japanese and UK video game companies. It details the history of video games, beginning with a page about the earliest computer processors to the current days. This book goes into detail about what was happening to companies like Atari, Inc. back before, during and after the Video Game Crash of 1983–1984.
Joystick Nation
( ISBN   0-316-36007-4) by J.C. Herz. A book about the video game industry general history, going until circa 1997.
Masters of Doom
( ISBN   0-375-50524-5) by David Kushner. The book regards the story of John Carmack and John Romero, portraying how both changed the video game industry, specially in the computer field. It also explains the concept behind video games like Dangerous Dave, Commander Keen series, Wolfenstein 3D, Doom and Quake series.
Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything
by Daniel Goldberg and Linus Larsson. A book about the story of Minecraft and its creator, Markus Persson.
My Tiny Life
( ISBN   0-8050-3626-1) by Julian Dibbell. A narrative history of LambdaMOO.
Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution: by Dean Takahashi.
Phoenix IV: The History of the Videogame Industry
( ISBN   978-1539031291) by Leonard Herman (2016). Phoenix was the first comprehensive book on video game history when it was originally published in 1994. A second edition was published in 1997, a third in 2001 and a fourth edition in late 2016.
Play Between Worlds: Exploring Online Game Culture
( ISBN   0-262-20163-1) T. L. Taylor (2006).
Power-Up: How Japanese Video Games Gave the World an Extra Life
( ISBN   0-7440-0424-1) by Chris Kohler.
Racing the Beam: The Atari Video Computer System
( ISBN   0-262-01257-X) by Nick Montfort and Ian Bogost (2009).
Replay: The History of Video Games
( ISBN   0-9565072-0-4) by Tristan Donovan (2010). A general view over the history of the video game industry, including the US, Japanese and European markets.
Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution
( ISBN   1-56512-346-8) by Heather Chaplin and Aaron Ruby. The book is a narrative of how the video game industry came to be. It gives almost a biographer's point of view, portraying the life of some popular authors and how their ambitions or life events are reflected in their productions.
Supercade: A Visual History of the Videogame Age 1971–1984: by Van Burnham.
The Video Game Explosion: A History from PONG to PlayStation and Beyond: ( ISBN   0-313-33868-X) edited by Mark J.P. Wolf. This is the first comprehensive academic history of video games.
The Video Game Theory Reader
( ISBN   0-415-96579-9) edited by Mark J.P. Wolf and Bernard Perron.
Videogames: In the Beginning
( ISBN   0-9643848-1-7) by Ralph Baer.
Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time: ( ISBN   0-240-81146-1) by Bill Loguidice and Matt Barton.

Artwork collections, Artbooks and "making of" books

FranchiseTitleAuthor(s)ISBNBased on/ Notes
Alice: Madness Returns The Art of Alice: Madness ReturnsR.J. Berg ISBN   978-1-59582-697-8
Assassin's Creed III The Art of Assassin's Creed IIIAndy McVittie ISBN   978-1-78116-425-9
Atelier Atelier: Artworks of ArlandVarious ISBN   978-1-926778-63-1
BioShock Infinite The Art of BioShock InfiniteVarious ISBN   978-1-59582-994-8
Borderlands 2 The Art of Borderlands 2Various ISBN   978-0-7440-1437-2
Brütal Legend The Art of Brütal LegendScott Campbell, Daniel Bukszpan, Tim Schafer ISBN   978-1-926778-64-8
Darksiders The Art of DarksidersMatt Moylan ISBN   978-1-926778-10-5
The Art of Darksiders IIJoe Madureira, Jonathan Kirtz ISBN   978-1-926778-53-2 Based on Darksiders II
Dead Space The Art of Dead SpaceMartin Robinson ISBN   978-1-78116-426-6
Disgaea DISGAEArt!!! Disgaea Official Illustration CollectionTakehito Harada ISBN   978-1-926778-50-1
Doom 3 The Making of Doom 3: The Official GuideSteven L. Kent ISBN   978-0-07-223052-9
Doom Eternal The Art of Doom: EternalId Studios ISBN   978-1-50-671554-4
Gears of War 3 The Art of Gears of War 3Ronnie Gramazio ISBN   978-1-921828-15-7
God of War III The Art of God of War IIIDaniel P. Wade ISBN   978-1-921002-72-4
Half-Life 2 Half-Life 2: Raising the Bar David Hodgson ISBN   0-7615-4364-3
Halo Halo: The Art of Building WorldsTitan Books ISBN   978-0-85768-562-9
Halo: The Essential Visual GuideVarious ISBN   978-0-7566-7592-9
Halo Encyclopedia: The Definitive Guide to the Halo UniverseTobias Buckell ISBN   978-0-7566-8869-1
Awakening: The Art of Halo 4Paul Davies ISBN   978-1-78116-324-5
Karateka The Making of Karateka: Journals 1982-1985 Jordan Mechner ISBN   978-1480297234
Marvel vs. Capcom Marvel vs. Capcom: Official Complete WorksUDON, Shinkiro, Akiman, Bengus ISBN   978-1-926778-49-5
Mass Effect The Art of the Mass Effect UniverseVarious ISBN   978-1-59582-768-5
Myst From Myst To RivenRichard Kadrey ISBN   978-0-7868-6365-5
Myst and Riven: The World of the D'niMark J. P. Wolf ISBN   978-0-472-05149-6
Ōkami Ōkami Official Complete WorksMichelle Kirie Hayashi (Translator) ISBN   978-1-897376-02-7
Persona Persona 3: Official Design WorksShigenori Soejima, Shigenori Atlus ISBN   978-1-926778-43-3 Persona 3
Persona 4: Official Design WorksShigenori Soejima, Shigenori Atlus ISBN   978-1-926778-45-7 Persona 4
Persona 4 Arena: Official Design WorksShigenori Soejima ISBN   978-1-926778-81-5 Publication Date: August 13, 2013 [8]
Prince of Persia The Making of Prince of Persia: Journals 1985–1993 Jordan Mechner ISBN   978-1-4680-9365-0
Remember Me The Art of Remember MeAleksi Briclot, Michel Koch, Jean-Max Moris ISBN   978-1-61655-163-6
Resident Evil Resident Evil Archives (Vol. 1)Various ISBN   978-0-7440-0655-1
Resident Evil Archives Volume 2Various ISBN   978-0-7440-1321-4
Silent Hill Silent Hill: The Terror EngineBernard Perron ISBN   978-0-472-05162-5 Close analysis of the first three Silent Hill games and general look at the whole franchise.
Street Fighter Street Fighter World Warrior EncyclopediaMatt Moylan, Jo Chen, Arnold Tsang, Jeffrey Chamba Cruz, Joe Ng, Gonzalo Ordonez ISBN   978-1-926778-01-3
Street Fighter: The Ultimate EditionKen Siu-Chong, Alvin Lee, Omar Dogan, Long Vo, Arnold Tsang, Joe Madureira, Adam Warren, Jo Chen ISBN   978-1-926778-07-5
Sonic the Hedgehog The History of Sonic the HedgehogVarious ISBN   978-1-926778-56-3
The Last of Us The Art of The Last of UsNaughty Dog Studios, Rachel Edidin ISBN   978-1-61655-164-3
The Legend of Zelda The Legend of Zelda: Hyrule HistoriaAkira Himekawa, Shigeru Miyamoto, Eiji Aonuma ISBN   978-1-61655-041-7
Tomb Raider Tomb Raider: The Art of SurvivalVarious ISBN   978-0-7440-1454-9 Based on Tomb Raider version 2013.
Uncharted The Art of Uncharted 2: Among ThievesDaniel P. Wade ISBN   978-1-921002-71-7 Uncharted 2: Among Thieves
Drake's Journal Inside the Making of Uncharted 3Nolan North ISBN   978-0-615-55440-2 Uncharted 3
Valkyria Chronicles Valkyria Chronicles: Design ArchiveVarious ISBN   978-1-926778-16-7
Valkyria Chronicles 2: World ArtworksVarious ISBN   978-1-926778-38-9
Valkyria Chronicles 3: Complete ArtworksRaita Honjou ISBN   978-1-926778-61-7
Various1000 Game HeroesDavid Choquet ISBN   3-8228-1633-7
High Score! The Illustrated History of Electronic GamesRusel DeMaria, Johnny Lee Wilson ISBN   978-0-07-222428-3
Sega Video Game IllustrationsGraphic Sha Pub Co ISBN   978-4-7661-0772-2 Artworks from early-1990s Mega Drive/Genesis, Master System and Game Gear titles.
The Art of Game Worlds Dave Morris and Leo Hartas ISBN   1-904705-34-0

See also

Related Research Articles

<i>Asteroids</i> (video game) 1979 video game

Asteroids is a space-themed multidirectional shooter arcade video game designed by Lyle Rains and Ed Logg released in November 1979 by Atari, Inc. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers. The object of the game is to shoot and destroy the asteroids and saucers, while not colliding with either, or being hit by the saucers' counter-fire. The game becomes harder as the number of asteroids increases.

<i>Pong</i> 1972 arcade game

Pong is a table tennis–themed twitch arcade sports video game, featuring simple two-dimensional graphics, manufactured by Atari and originally released on 29 November 1972. It was one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but Bushnell and Atari co-founder Ted Dabney were surprised by the quality of Alcorn's work and decided to manufacture the game. Bushnell based the game's concept on an electronic ping-pong game included in the Magnavox Odyssey, the first home video game console. In response, Magnavox later sued Atari for patent infringement.

<span class="mw-page-title-main">History of video games</span>

The history of video games began in the 1950s and 1960s as computer scientists began designing simple games and simulations on minicomputers and mainframes. Spacewar! was developed by Massachusetts Institute of Technology (MIT) student hobbyists in 1962 as one of the first such games on a video display. The first consumer video game hardware was released in the early 1970s. The first home video game console was the Magnavox Odyssey, and the first arcade video games were Computer Space and Pong. After its home console conversions, numerous companies sprang up to capture Pong's success in both the arcade and the home by cloning the game, causing a series of boom and bust cycles due to oversaturation and lack of innovation.

<span class="mw-page-title-main">Video game console</span> Computer system for running video games

A video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles.

The video game crash of 1983 was a large-scale recession in the video game industry that occurred from 1983 to 1985, primarily in the United States. The crash was attributed to several factors, including market saturation in the number of video game consoles and available games, many of which were of poor quality. Waning interest in console games in favor of personal computers also played a role. Home video game revenue peaked at around $3.2 billion in 1983, then fell to around $100 million by 1985. The crash abruptly ended what is retrospectively considered the second generation of console video gaming in North America. To a lesser extent, the arcade video game market also weakened as the golden age of arcade video games came to an end.

<i>Missile Command</i> 1980 shoot em up arcade video game

Missile Command is a 1980 shoot 'em up arcade video game developed and published by Atari, Inc. and licensed to Sega for Japanese and European releases. It was designed by Dave Theurer, who also designed Atari's vector graphics game Tempest from the same year. The game was released during the Cold War, and the player uses a trackball to defend six cities from intercontinental ballistic missiles by launching anti-ballistic missiles from three bases.

A sports video game is a video game that simulates the practice of sports. Most sports have been recreated with video games, including team sports, track and field, extreme sports, and combat sports. Some games emphasize playing the sport, whilst others emphasize strategy and sport management. Some, such as Need for Speed, Arch Rivals and Punch-Out!!, satirize the sport for comic effect. This genre has been popular throughout the history of video games and is competitive, just like real-world sports. A number of game series feature the names and characteristics of real teams and players, and are updated annually to reflect real-world changes. The sports genre is one of the oldest genres in gaming history.

A console game is a type of video game consisting of images and often sounds generated by a video game console, which are displayed on a television or similar audio-video system, and that can be manipulated by a player. This manipulation usually takes place using a handheld device connected to the console, called a controller. The controller generally contains several buttons and directional controls such as analogue joysticks, each of which has been assigned a purpose for interacting with and controlling the images on the screen. The display, speakers, console, and controls of a console can also be incorporated into one small object known as a handheld game.

<span class="mw-page-title-main">Third generation of video game consoles</span> Third video game console generation, including the Nintendo Entertainment System

In the history of video games, the third generation of video game consoles, commonly referred to as the 8-bit era, began on July 15, 1983, with the Japanese release of two systems: Nintendo's Family Computer and Sega's SG-1000. When the Famicom was not released outside of Japan, it was remodeled and marketed as the Nintendo Entertainment System (NES). This generation marked the end of the video game crash of 1983, and a shift in the dominance of home video game manufacturers from the United States to Japan. Handheld consoles were not a major part of this generation; the Game & Watch line from Nintendo and the Milton Bradley Microvision that were sold at the time are both considered part of the previous generation due to hardware typical of the second generation.

<i>Dig Dug</i> 1982 video game

Dig Dug is a maze arcade video game developed by Namco in 1981 and released in 1982, distributed in North America by Atari, Inc. The player controls Dig Dug to defeat all enemies per stage, by either inflating them to bursting or crushing them underneath rocks.

The history of video game consoles, both home and handheld, began in the 1970s. The first console that played games on a television set was the 1972 Magnavox Odyssey, first conceived by Ralph H. Baer in 1966. Handheld consoles originated from electro-mechanical games that used mechanical controls and light-emitting diodes (LED) as visual indicators. Handheld electronic games had replaced the mechanical controls with electronic and digital components, and with the introduction of Liquid-crystal display (LCD) to create video-like screens with programmable pixels, systems like the Microvision and the Game & Watch became the first handheld video game consoles.

<i>Combat</i> (video game) 1977 video game

Combat is a 1977 video game by Atari, Inc. for the Atari Video Computer System. In the game, two players controlling either a tank, a biplane, or a jet fire missiles at each other for two minutes and sixteen seconds. Points are scored by hitting the opponent, and the player with the most points when the time runs out wins. Variations on the gameplay introduce elements such as invisible vehicles, missiles that ricochet off of walls, and different playing fields.

1980 saw the release of a number of games with influential concepts, including Pac-Man, Battlezone, Crazy Climber, Mystery House, Missile Command, Phoenix, Rally-X, Space Panic, Stratovox, Zork, Adventure, and Olympic Decathlon. The year's highest-grossing video game was Namco's arcade game Pac-Man, while the best-selling home system was Nintendo's Game & Watch. The Atari VCS also grew in popularity with a port of Space Invaders and support from new third-party developer Activision.

<i>River Raid</i> 1982 video game

River Raid is a video game developed by Carol Shaw for the Atari Video Computer System and released in 1982 by Activision. The player controls a fighter jet over the River of No Return in a raid behind enemy lines. The goal is to navigate the flight by destroying enemies while collecting fuel and not crashing.

<i>Air-Sea Battle</i> 1977 video game

Air-Sea Battle is a fixed shooter developed and published by Atari, Inc. for the Atari VCS. Air-Sea Battle is partially based on the 1975 Atari arcade video game Anti-Aircraft where each player uses a ground-based gun to shoot passing aircraft. The cartridge adds other variants, such as planes dropping bombs on ships and a carnival-themed shooting gallery.

<span class="mw-page-title-main">Second generation of video game consoles</span> Second video game console generation, including the Atari 2600

In the history of video games, the second-generation era refers to computer and video games, video game consoles, and handheld video game consoles available from 1976 to 1992. Notable platforms of the second generation include the Fairchild Channel F, Atari 2600, Intellivision, Odyssey 2, and ColecoVision. The generation began in November 1976 with the release of the Fairchild Channel F. This was followed by the Atari 2600 in 1977, Magnavox Odyssey² in 1978, Intellivision in 1980 and then the Emerson Arcadia 2001, ColecoVision, Atari 5200, and Vectrex, all in 1982. By the end of the era, there were over 15 different consoles. It coincided with, and was partly fuelled by, the golden age of arcade video games. This peak era of popularity and innovation for the medium resulted in many games for second generation home consoles being ports of arcade games. Space Invaders, the first "killer app" arcade game to be ported, was released in 1980 for the Atari 2600, though earlier Atari-published arcade games were ported to the 2600 previously. Coleco packaged Nintendo's Donkey Kong with the ColecoVision when it was released in August 1982.

<span class="mw-page-title-main">First generation of video game consoles</span> First video game console generation, including the Magnavox Odyssey

In the history of video games, the first generation era refers to the video games, video game consoles, and handheld video game consoles available from 1972 to 1983. Notable consoles of the first generation include the Odyssey series, the Atari Home Pong, the Coleco Telstar series and the Color TV-Game series. The generation ended with the Computer TV-Game in 1980 and its following discontinuation in 1983, but many manufacturers had left the market prior due to the market decline in the year of 1977 and the start of the second generation of video game consoles.

<i>Basic Math</i> (video game) 1977 video game

Basic Math is an educational video game for the Atari Video Computer System. The game was developed at Atari, Inc. by Gary Palmer. The game involves a series of ten arithmetic problems involving addition, subtraction, multiplication, or division. The player can edit different game play modes to alter how the numbers in the problem are chosen, or if their questions are timed. The game was released in 1977 as one of the earliest releases for the console.

<i>Secret Quest</i> 1989 video game

Secret Quest is an action-adventure game developed by Axlon for the Atari 2600 and published by Atari Corporation in 1989. The player controls a humanoid character that fights monsters and gathers items on a series of space stations. It was one of the last cartridges released for the console and has a larger ROM capacity than most 2600 games plus a small amount of RAM. The box credits Nolan Bushnell for the game and includes his photo on both the front and back. According to Secret Quest programmer Steve DeFrisco, "Atari thought that his name would entice people to buy some more 2600 titles".

<span class="mw-page-title-main">Home video game console generations</span> Video game consoles released during the same period

In the video game industry, the market for home video game consoles has frequently been segmented into generations, grouping consoles that are considered to have shared in a competitive marketspace. Since the first home consoles in 1972, there have been nine defined home console generations.

References

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