ABSTRACT

They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths.

Key Features:

  • The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry.
  • The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before.
  • Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century.
  • The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.

chapter 1|16 pages

Searching for Bobby Fischer

chapter 2|12 pages

Shall We Play a (War) Game?

chapter 3|14 pages

The Priesthood at Play

chapter 5|14 pages

The Stars Are Right

chapter 6|26 pages

Pinball Wizards

chapter 7|20 pages

Rising Sun

chapter 8|16 pages

A Nutty Idea

chapter 9|18 pages

1TL200

A Video Game Odyssey

chapter 10|12 pages

Ping-Pong Diplomacy

chapter 11|16 pages

The Day of the Jackal

chapter 12|22 pages

These Violent Delights

chapter 13|20 pages

Homeward Bound

chapter 14|16 pages

Back to BASICs

chapter 15|10 pages

These Are the Voyages

chapter 16|18 pages

Micro Machines

chapter 17|10 pages

Solid State of Mind

chapter 18|17 pages

Breaking Out in Japan

chapter 19|16 pages

Chasing the Silver Ball

chapter 20|14 pages

Putting the F in Fun

chapter 21|16 pages

Hey Stella

chapter 22|17 pages

Meet Me at the Faire

chapter 23|9 pages

Micronauts

chapter 24|11 pages

Critical Role

chapter 25|12 pages

Adventure Time

chapter 26|14 pages

Power in the Palm of Your Hand

chapter 27|12 pages

The King is Dead, Long Live the King!

chapter 28|18 pages

Japanese Invaders

chapter 29|16 pages

Deep Impact

chapter 30|12 pages

Home Invasion

chapter 31|9 pages

Intelligent Television

chapter 32|11 pages

Active Television

chapter 33|16 pages

Guardians of the Galaxy

chapter 34|12 pages

Pac-Man Fever

chapter 35|17 pages

Blue Skies

chapter |2 pages

Epilogue

A Date Which Will Live in Infamy