Record ID | harvard_bibliographic_metadata/ab.bib.09.20150123.full.mrc:115897450:2830 |
Source | harvard_bibliographic_metadata |
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LEADER: 02830pam a2200373 a 4500
001 009112141-8
005 20030909132237.0
008 020702s2003 nyu b 001 0ceng
010 $a 2002026598
020 $a0375505245 (alk. paper)
035 0 $aocm50129329
040 $aDLC$cDLC$dDLC
042 $apcc
043 $an-us---
050 00 $aGV1469.15$b.K87 2003
082 00 $a794.8/092/2$aB$221
100 1 $aKushner, David,$d1968-
245 10 $aMasters of Doom :$bhow two guys created an empire and transformed pop culture /$cDavid Kushner.
250 $a1st ed.
260 $aNew York :$bRandom House,$cc2003.
300 $axi, 335 p. ;$c25 cm.
504 $aIncludes bibliographical references (p. 303-304) and index.
505 0 $aIntroduction: the two Johns -- Rock star -- Rocket scientist -- Dangerous Dave in copyright infringement -- Pizza money -- More fun than real life -- Green and pissed -- Spear of destiny -- Summon the demons -- Coolest game -- Doom generation -- Quakes -- Judgment day -- Deathmatch -- Silicon Alamo -- Straight out of Doom -- Persistent worlds.
520 $aMasters 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.
600 10 $aRomero, John,$d1967-
600 10 $aCarmack, John.
650 0 $aComputer games$xHistory.
650 0 $aComputer games$xProgramming$xHistory.
650 0 $aComputer programmers$zUnited States$vBiography.
655 7 $aBiography.$2fast
655 7 $aHistory.$2fast
776 08 $iOnline version:$aKushner, David, 1968-$tMasters of Doom.$b1st ed.$dNew York : Random House, ©2003$w(OCoLC)606987800
988 $a20030527
906 $0DLC