Preface |
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xi | |
Acknowledgments |
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xiii | |
Author |
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xv | |
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Chapter 1 Mechanical and Electromechanical Arcade Games (1870--1979) |
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1 | (28) |
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1 | (1) |
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The Beginnings of Coin-Operated Amusement |
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2 | (5) |
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Automata and Coin-Op Working Models |
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2 | (2) |
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Coin-Op Competitive Testers |
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4 | (2) |
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Coin-Op Viewers at the Turn of the Century |
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6 | (1) |
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A Gathering of Games and Amusements at the Penny Arcade |
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7 | (13) |
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Sport-Based Games and the Roots of Digital Game Genres |
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10 | (4) |
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Early Developments in Pinball |
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14 | (3) |
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A New Emphasis on Art and Design |
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17 | (2) |
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The Prohibition of Pinball |
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19 | (1) |
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Postwar Mechanical and Electromechanical Game Design |
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20 | (9) |
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Driving and Racing Games after World War II |
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21 | (3) |
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Missile-Launching Games in Japan and the United States |
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24 | (2) |
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Pinball as a Game of Skill |
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26 | (1) |
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The Sunset of Electromechanical Games |
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27 | (2) |
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Chapter 2 Games as Experiments (1912--1977) |
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29 | (22) |
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Electronic Computers and Games |
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29 | (1) |
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Early Games in Research and Scientific Demonstration |
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30 | (6) |
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Chess and Artificial Intelligence |
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30 | (2) |
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32 | (1) |
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Turing's Imitation Game and Artificial Intelligence |
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33 | (1) |
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Tennis for Two and the Beginning of Entertainment Applications for Computer Games |
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34 | (2) |
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The Hacker Ethic and Games |
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36 | (4) |
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The Spread and Modification of Spacewar! |
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37 | (3) |
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Computer Networks and Games |
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40 | (11) |
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41 | (1) |
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Programmed Logic for Automated Teaching Operations and Multiplayer Games |
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41 | (2) |
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Adapting Dungeons & Dragons to PLATO |
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43 | (6) |
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Early 3D and Networked Games |
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49 | (1) |
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Into the Commercial Realm |
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50 | (1) |
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Chapter 3 Early Commercialized Digital Games (1971--1977) |
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51 | (20) |
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New Technology in the Consumer Market |
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51 | (1) |
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Approaches to Commercialized Digital Games |
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51 | (11) |
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52 | (3) |
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The Magnavox Odyssey and Divided Game Space |
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55 | (3) |
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Pong and Variations on Ball and Paddle Game Design |
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58 | (2) |
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Late Ball and Paddle Games |
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60 | (2) |
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Adapting Electromechanical Games to the Digital Arcade |
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62 | (9) |
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Racing Games in the Early Digital Arcade |
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63 | (4) |
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Early Variants of Maze and Shooting Games |
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67 | (1) |
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Dedicated Consoles in the Home and Signs of Trouble |
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68 | (3) |
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Chapter 4 The Golden Age Arcade (1978--1984) |
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71 | (20) |
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71 | (1) |
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Tendencies and New Concepts in the Golden Age |
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72 | (17) |
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Shooting and Shoot 'em Ups in the Golden Age |
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73 | (3) |
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Other Directions in Shooter Design, Input, and Theme |
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76 | (3) |
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Stronger Characters and Narrative in Arcade Games |
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79 | (5) |
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Laserdiscs, Narrative, and Gameplay |
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84 | (1) |
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Eclectic Approaches to Arcade Game Design |
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85 | (4) |
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The End of the Golden Age Arcade |
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89 | (2) |
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Chapter 5 Cartridges and Home Consoles (1976--1984) |
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91 | (22) |
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The Second Generation of Home Consoles |
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91 | (4) |
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92 | (1) |
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93 | (1) |
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94 | (1) |
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Competition in the Home Market |
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95 | (4) |
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The Emergence of Third-Party Developers |
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95 | (2) |
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Mattel and Coleco Enter the Console Market |
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97 | (2) |
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99 | (14) |
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Adding Content to Home Console Games |
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99 | (1) |
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Altering Time in Home Console Games |
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100 | (1) |
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Adventure and Exploration in Console Games |
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101 | (5) |
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Resource Management Games on Home Consoles |
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106 | (1) |
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Sports Games for the Home |
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107 | (1) |
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The North American Console Crash |
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108 | (2) |
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110 | (1) |
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110 | (3) |
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Chapter 6 Home Computers (1977--1995) |
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113 | (28) |
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The Microcomputer Revolution |
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113 | (1) |
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Computer Games of the Late 1970s and Early 1980s |
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114 | (15) |
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From Text to Graphic Adventure Games |
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116 | (4) |
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Early Computer Role-Playing Games |
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120 | (2) |
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Other Directions in CRPGs |
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122 | (1) |
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Flight and Vehicle Simulations on Computers |
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123 | (5) |
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Visuals and Action-Adventure Games for Computers |
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128 | (1) |
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The Mouse and Computer Games of the Later 1980s and 1990s |
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129 | (12) |
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130 | (1) |
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Developing the Point-and-Click Adventure |
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131 | (4) |
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Management and Strategy Games in the Late 1980s and Early 1990s |
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135 | (2) |
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Synthesis and Development of the RTS Game |
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137 | (4) |
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Chapter 7 Japan, 2D Game Design and the Rebirth of Consoles (1983--1995) |
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141 | (24) |
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Japanese Games and Game Companies in the Early 1980s |
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141 | (1) |
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2D Game Design Trends after the Golden Age Arcade |
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142 | (7) |
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142 | (1) |
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Side-Scrolling Action and the Beat 'em Up |
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143 | (2) |
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The Head-to-Head Fighting Game |
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145 | (3) |
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Western Responses to the Head-to-Head Fighting Game |
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148 | (1) |
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Japanese Companies Transition to the Home |
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149 | (10) |
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Stabilizing and Controlling the Console Market |
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151 | (1) |
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Establishing Nintendo's Franchises |
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152 | (1) |
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152 | (2) |
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154 | (3) |
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Computer Games and the JRPG on the Famicom/NES |
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157 | (2) |
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Sega Joins the Console Market |
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159 | (1) |
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16-Bit Consoles, Marketing, and Game Design |
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159 | (6) |
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160 | (1) |
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New Platformers for New Consoles and Intensified Competition |
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161 | (4) |
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Chapter 8 Early 3D and the Multimedia Boom (1989--1996) |
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165 | (20) |
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Two Paths to Realism: Multimedia Imagery and Real-Time 3D |
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165 | (1) |
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CD-ROMs and Photo-Realism |
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166 | (5) |
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Interactive Film and Games |
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166 | (2) |
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Puzzle Games in the Era of Multimedia |
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168 | (3) |
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Real-Time 3D and Spatial Realism |
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171 | (14) |
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Early Commercialized Virtual Reality |
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171 | (4) |
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Simulators in Arcades Spawn a 3D Revolution |
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175 | (2) |
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Adapting Home Consoles to a 3D Context |
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177 | (2) |
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Combining 2D Images with Real-Time 3D in PC Games |
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179 | (1) |
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The Influence of id Software |
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180 | (4) |
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The Triumph of Real-Time 3D in Games |
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184 | (1) |
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Chapter 9 Contemporary Game Design (1996--Present) |
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185 | (30) |
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New Hardware for Real-Time 3D Gaming |
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185 | (1) |
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3D Game Design in the Late 1990s |
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186 | (12) |
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Platforming and Adventure Games in Full 3D |
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186 | (3) |
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189 | (4) |
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Hybrid First-Person Shooter/Role-Playing Games at the Turn of the Millennium |
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193 | (1) |
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Looking Glass Studios and Its Offshoots |
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193 | (2) |
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Cinematic Perspectives at the Turn of the Millennium |
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195 | (3) |
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Games and Game Design in the New Millennium |
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198 | (1) |
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198 | (1) |
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New Consoles and the Maturing of Games in the 2000s |
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199 | (1) |
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199 | (3) |
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200 | (2) |
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The Proliferation of Open World Gameplay |
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202 | (1) |
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Reducing Load Times on Consoles |
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203 | (1) |
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The Emergence of Casual and Mobile Games |
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203 | (3) |
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Digital Distribution in the 2000s |
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206 | (3) |
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Casual Games and Digital Distribution |
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208 | (1) |
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Game Visuals and Gameplay Aesthetics in the 2000s and Beyond |
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209 | (3) |
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210 | (2) |
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Film-Like Gameplay in the 2000s |
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212 | (3) |
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Criticism and Backlash against the Industry |
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214 | (1) |
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Chapter 10 Independent Games (1997--Present) |
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215 | (24) |
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The Scratchware Manifesto and Dimensions of "Indie" |
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215 | (1) |
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The Early Independent Game Scene |
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216 | (10) |
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216 | (2) |
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Flash and 2D Freeware Games |
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218 | (1) |
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Flash and Struggles for Legitimacy |
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218 | (3) |
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Japan's Doujin Soft and Freeware Scene |
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221 | (2) |
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Freeware Experiments with Games and Art |
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223 | (3) |
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The Mainstream Breakout of Independent Games |
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226 | (13) |
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Steam and Independent Games |
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227 | (2) |
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Console Manufacturers Pursue Independent Developers |
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229 | (5) |
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234 | (1) |
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234 | (1) |
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235 | (2) |
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Meeting Challenges in the Contemporary |
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237 | (2) |
Bibliography |
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239 | (4) |
Index |
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243 | |