Дэвид Кушнер - Властелины Doom. Как двое парней создали игровую индустрию и воспитали целое поколение геймеров

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Дэвид Кушнер - Властелины Doom. Как двое парней создали игровую индустрию и воспитали целое поколение геймеров
Название: Властелины Doom. Как двое парней создали игровую индустрию и воспитали целое поколение геймеров
Издательство: МаннИвановФербер
ISBN: 978-5-00057-372-3
Год: 2015
Дата добавления: 25 июль 2018
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58

Kent, First Quarter, pp. 73–74.

59

Randall Packer and Ken Jordan, Multimedia: From Wagner to Virtual Reality (New York: W. W. Norton, 2001), p. xx.

60

Ibid.

61

Aldous Huxley, Brave New World (New York: Harper and Row, 1946), p. 113.

62

Morton Heilig, «El Cin del Futuro», Espacios (Mexico), no. 23–24, January – June 1955, as cited by Packer and Jordan, Multimedia, p. 227.

63

Myron Krueger, Responsive Environments, American Federation of Information Processing Systems 46, June 13–16, 1977, pp. 423–433, as cited by Packer and Jordan, Multimedia, p. 115.

64

Scott Fisher, Virtual Interface Environments: The Art of Human-Computer Interface Design, edited by Brenda Laurel (Reading, Mass.: Addison-Wesley, 1989), as cited by Packer and Jordan, Multimedia, pp. 237–251.

65

Ibid., p. 246.

66

Id anthology, id Software, 1996.

67

Из архивов Тома Холла.

68

Id anthology.

69

Freiberger and Swaine, Fire in the Valley, p. 372.

70

Games That People Play, p. 52.

71

Id software is brought to you: аудиозапись из архивов Ромеро.

72

Ron Dippold, Wolfenstein 3D Reviewed, Game Bytes [фотокопия из архивов Ромеро; дата и номер страницы неизвестны].

73

Из архивов Ромеро.

74

Wolfenstein Review, Shareware Update [фотокопия из архивов Ромеро; дата и номер страницы неизвестны].

75

Wolfenstein 3D, Video Games and Computer Entertainment, September 1992, p. 113.

76

The Third Reich in the Third Dimension, Computer Gaming World, 1992, pp. 50, 52.

77

Reality Rocket Enables You to Really Get into Video Game, Courier-Journal (Louisville, KY), September 19, 1992, p. 2S.

78

Из раздела часто задаваемых вопросов на сайте Wolfenstein 3D, ftp://ftp.gamers.org/pub/games/wolf3d/docs/Wolfenstein-3D.faq.

79

Revived Game Is Heavy on the Gore, Toronto Star, November 21, 1992, p. J4.

80

PC Computing, December 1992, p. 176.

81

BBS Callers Digest, August 1992, pp. 30–34. 13 Tom documented: из архивов Ромеро.

82

Apogee: The Height of Shareware, Electronic Games, 1992, p. 45 [фотокопия из архивов Скотта Миллера; дата неизвестна].

83

John Mendoza, The Official Doom Survivor’s Strategies and Secrets (Alameda, Calif.: SYBEX, 1994), p. 257.

84

Ibid.

85

They’re Going to Hell for This One, Computer Gaming World, June 1993, p. 102.

86

PC Data, 2000.

87

Surrealistic Puzzle Paradise, Wired, January 1994; www.wired.com/wired/archive/2.01/streetered.html?pg=3.

88

Nightly Business Report, November 2, 1992.

89

You started posting hype: comp.sys.ibm.pc.games.action, August 19, 1993.

90

Ibid., November 2, 1993.

91

Hank Leukart, comp.sys.ibm.pc.games.action, December 9, 1993.

92

Douglas Adler, Computer Paper, December 1993, as cited in comp.sys.ibm.pc.games.action.

93

Kent, First Quarter, p. 373.

94

Sheff, Game Over, p. 460.

95

Senator Lieberman was also joined: Cited in J. C. Herz, Joystick Nation: How Video Games Ate Our Quarters, Won Our Hearts, and Rewired Our Minds (New York: Little, Brown, 1995), p. 189.

96

Jones, Killing Monsters, pp. 134–137.

97

Kent, First Quarter, p. 4.

98

Games People Play, p. 51.

99

Video Games: Help or Hazard to Children’s Health? UPI, November 16, 1982.

100

Video Games – Fun or Serious Threat? U.S. News & World Report, February 22, 1982, p. 7.

101

Video Games Assailed in Asia, Facts on File World News Digest, December 31, 1982.

102

U.S. News & World Report, February 22, 1982, p. 7.

103

Video Game Fever – Peril or Payoff for the Computer Generation, Children’s Health, September 1983, pp. 24–25.

104

Pac-Man Perils, MacNeil/Lehrer Report, December 29, 1982.

105

Sheff, Game Over, p. 189; Herz, Joystick Nation, p. 184.

106

Invasion of the Video Creatures, Newsweek, November 16, 1981, p. 90.

107

Personality Differences Between High and Low Electronic Video Game Users, Journal of Psychology 114, 1983, pp. 159–165. Cited in Herz, Joystick Nation, p. 184.

108

Invasion of the Video Creatures, p. 90.

109

Joint Hearings Before the Subcommittee on Juvenile Justice, One Hundred Third Congress, Serial No. J-103–37, December 9, 1993.

110

Freiberger and Swaine, Fire in the Valley, pp. 409–411.

111

A DOOM Boom, Dallas Morning News, May 17, 1994, p. 15A.

112

DOOM Bursts onto College Computer Networks, Houston Chronicle, December 15, 1993, Business, p. 1.

113

DOOM Bursts onto College Computer Networks, p. 1.

114

Lovers of Guts and Gore Should Meet This DOOM, Courier-Journal (Louisville, Ky.), May 7, 1994, p. 2S.

115

3D Applications Can Add New Dimension to Business World, PC Week, January 31, 1994, p. 59.

116

The Best in Arcade Game Software, Compute, January 1994, p. S1.

117

Games, The Guardian (London), January 13, 1994, p. 17.

118

DOOM Awaits Fun-Seeking PC Owners, Arizona Republic, March 6, 1994, p. E1.

119

A Visit to the id Office, Electronic Games, January 1995, p. 39.

120

DOOM’s Day Afternoon: id’s Hell on Earth, Computer Player, October 1994, p. 28.

121

Former Student Repays School with Computer Equipment, Kansas City Star, April 21, 1994, p. C4.

122

Microsoft Gets Serious About Fun in Windows, Business Wire, April 26, 1994.

123

Hit Game Sequel Spells ‘Doom’ Again, San Francisco Chronicle, October 8, 1994, p. E1.

124

Profits from the Underground, Forbes, May 9, 1994, p. 176.

125

Wallowing in Doom 2, New York Times, May 15, 1994, Styles, p. 8.

126

DOOM Brings a New Dimension to 3D Games, USA Today, May 25, 1994, p. 3D.

127

A DOOM Boom; Software Firm Creates a Monster Hit via the Information Superhighway, Dallas Morning News, May 17, 1994, p. 15A.

128

Good, Strong Guidelines Needed; Gory Game Gives Cause for Concern, South China Morning Post, March 22, 1994, p. 1.

129

Duke Nukem Banned in Brazil, Reuters, December 21, 1999.

130

Kent, First Quarter, pp. 382–384.

131

Virtual Addiction, Austin American-Statesman, April 2, 1994, p. F1.

132

Players Get Virtual Kicks in DOOM Tournament, Austin American-Statesman, May 8, 1994, p. B1.

133

Cited in Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture (Boston: Beacon, 1955), pp. 18–19.

134

Ibid., p. 1.

135

Marshall McLuhan, Understand Media: The Extensions of Man (New York: McGraw-Hill, 1964), pp. 208–211.

136

DOOM’s Day Afternoon: id’s Hell on Earth, Computer Player, October 1994, p. 28.

137

DOOM and Links 3.6 Pro Give Hours of Fun, Chicago Sun-Times, October 17, 1994, Financial, p. 54.

138

New York Times, September 3, 1994, sec. 1, p. 35.

139

Doomonomics, Economist, May 25, 1996, pp. 12–14.

140

Power Finance or Boot Strap? Red Herring, December 1994, p. 81.

141

DOOM Goes to War, Wired, April 1997, pp. 114–118.

142

Top Software, Entertainment Weekly, June 9, 1995.

143

Microsoft Shows Games at Halloween Bash, UPI International, October 30, 1995.

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