The Tetris effect: the game that hypnotized the world
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Description
"Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this despite the fact--or perhaps because of it--that it has no superhero to merchandise and no story to dramatize. Tetris is abstraction translated to bytes, a puzzle game in its purest form. Yet its origin story is so improbable that it's amazing that any of us ever played the game. In this surprising and entertaining book, tech reporter Dan Ackerman explains how a Soviet programmer named Alexey Pajitnov was struck with inspiration as a teenager, then meticulously worked for years to bring the game he had envisioned to life. Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his office, and then out of it, entrancing player after player with its hypnotic shapes. It became almost a metaphor for the late Soviet era, with the kinetic energy of commerce pushing ever harder against the walls put up by the government. British, American, and Japanese moguls saw the game's potential and worked, often unscrupulously, to beat each other in the race to sell the game. Ackerman tells the story of these men and their maneuvers, and how the game made it to consumers' hands in the United States on a Game Boy screen in 1989"--
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ISBN:
9781610396110
9781610396127
9781478970538
9781610399364
9781610396127
9781478970538
9781610399364
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Grouping Information
Grouped Work ID | 1f90471f-f69d-aa8f-b4ac-b330e657ee06 |
---|---|
Grouping Title | tetris effect the game that hypnotized the world |
Grouping Author | dan ackerman |
Grouping Category | book |
Grouping Language | English (eng) |
Last Grouping Update | 2024-12-10 02:10:39AM |
Last Indexed | 2024-12-10 02:25:35AM |
Solr Fields
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0
accelerated_reader_reading_level
0
author
Ackerman, Dan
author2-role
hoopla digital
author_display
Ackerman, Dan
available_at_catalog
Central
detailed_location_catalog
Central
display_description
"Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this despite the fact--or perhaps because of it--that it has no superhero to merchandise and no story to dramatize. Tetris is abstraction translated to bytes, a puzzle game in its purest form. Yet its origin story is so improbable that it's amazing that any of us ever played the game. In this surprising and entertaining book, tech reporter Dan Ackerman explains how a Soviet programmer named Alexey Pajitnov was struck with inspiration as a teenager, then meticulously worked for years to bring the game he had envisioned to life. Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his office, and then out of it, entrancing player after player with its hypnotic shapes. It became almost a metaphor for the late Soviet era, with the kinetic energy of commerce pushing ever harder against the walls put up by the government. British, American, and Japanese moguls saw the game's potential and worked, often unscrupulously, to beat each other in the race to sell the game. Ackerman tells the story of these men and their maneuvers, and how the game made it to consumers' hands in the United States on a Game Boy screen in 1989"--
format_catalog
Book
eAudiobook
eBook
eAudiobook
eBook
format_category_catalog
Audio Books
Books
eBook
Books
eBook
id
1f90471f-f69d-aa8f-b4ac-b330e657ee06
isbn
9781478970538
9781610396110
9781610396127
9781610399364
9781610396110
9781610396127
9781610399364
itype_catalog
Adult Book Non-Fiction
last_indexed
2024-12-10T10:25:35.458Z
lexile_score
-1
literary_form
Non Fiction
literary_form_full
Non Fiction
local_callnumber_catalog
794.8 A182 2016
owning_library_catalog
Sacramento Public Library
owning_location_catalog
Central
primary_isbn
9781610396110
publishDate
2016
publisher
Hachette Audio
PublicAffairs
PublicAffairs
recordtype
grouped_work
subject_facet
Business
Computers
Electronic books
Industries
Pajitnov, Alexey
Pajitnov, Alexey, -- 1956-
Video games -- History
Video games -- Programming -- History
Computers
Electronic books
Industries
Pajitnov, Alexey
Pajitnov, Alexey, -- 1956-
Video games -- History
Video games -- Programming -- History
title_display
The Tetris effect : the game that hypnotized the world
title_full
The Tetris Effect : The Game that Hypnotized the World [electronic resource] / Dan Ackerman
The Tetris Effect The Game that Hypnotized the World
The Tetris effect : the game that hypnotized the world / Dan Ackerman
The Tetris Effect The Game that Hypnotized the World
The Tetris effect : the game that hypnotized the world / Dan Ackerman
title_short
The Tetris effect
title_sub
the game that hypnotized the world
topic_facet
Business
Computer Technology
Computers
Electronic books
Games
History
Industries
Nonfiction
Pajitnov, Alexey
Programming
Video games
Computer Technology
Computers
Electronic books
Games
History
Industries
Nonfiction
Pajitnov, Alexey
Programming
Video games
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