In They Create Worlds , Alexander Smith comprehensively examine the individuals, companies, and market forces that have shaped the development of the video game industry around the world from its inception in 1971 to the end of the PS2 era as accurately as currently available sources allow. These books are intended to be foundational works for the study and understanding of interactive entertainment and will focus on all the major product areas generally defined as being a part of the "video game industry," including coin-operated amusements, home consoles, games created for personal computers, handheld video game consoles, and games created for cell phones, smart phones, and tablets.
Searching for Bobby Fisher. The Priesthood at Play. One, Two, Three, Four I Declare a Space War. The Stars Are Right. Pinball Wizards. Rising Sun. A Nutty Idea. 1TL200: A Magnavox Odyssey. Ping-Pong Diplomacy. The Day of the Jackal. These Violent Delights. Homeward Bound. Solid State of Mind. Breaking Out in Japan. A Game Console Named Stella. Handhelds and 1977-78 Consumer Market. First Microcomputers. Training, Educational, and Early Recreeational Games. War Games and RPGs. Early Microcomputer Games. Space Invaders and Beyond in Japan. Vector Graphics. Larger Worlds. Characters. Console Ascendant. Third Parties. Computer Action. Computer Adventure and RPG. Peak Success in the Arcade. Home Market Glut. Epilogue: December 7, 1982.