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Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history-Doom and Quake-until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry's greatest story, written by one of the medium's leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry - a powerful and compassionate account of what it's like to be young, driven, and wildly creative.
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Previews available in: English
Subjects
Computer games, History, Computer programmers, Programming, Biography, Biography & Autobiography, Engineering, Nonfiction, Technology, Computer games, programming, Computer software industry, Video games, Electronic games industryPeople
John Romero (1967-), John CarmackPlaces
United StatesShowing 7 featured editions. View all 7 editions?
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Masters Of Doom: How Two Guys Created And Empire And Transformed Pop Culture
September 29, 2004, Turtleback Books Distributed by Demco Media, Demco Media
Turtleback
in English
0606313451 9780606313452
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3
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
May 11, 2004, Random House Trade Paperbacks
Paperback
in English
0812972155 9780812972153
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4
Masters of Doom
2003, Random House Publishing Group
Electronic resource
in English
1588362892 9781588362896
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6
Masters of Doom: how two guys created an empire and transformed pop culture
2003, Random House
in English
- 1st ed.
0375505245 9780375505249
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7 |
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Book Details
Edition Notes
Includes bibliographical references (p. 303-304) and index.
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Work Description
"To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses--and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way." --Mark Leyner, author of I Smell Esther WilliamsMasters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history--Doom and Quake--until the games they made tore them apart.Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry's greatest story, written by one of the medium's leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry--a powerful and compassionate account of what it's like to be young, driven, and wildly creative. From the Hardcover edition.
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- Created April 1, 2008
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August 30, 2024 | Edited by MARC Bot | import existing book |
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