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Book Cover
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BookBook
Author Kushner, David, 1968-

Title Masters of Doom : how two guys created an empire and transformed pop culture / David Kushner.

Publication Info. New York : Random House, [2003]
©2003

Copies

Location Call No. Status
 Enfield, Main Library - Adult Department  794.8 KUS    Check Shelf
 Farmington, Main Library - Adult Department  794.8 KUS    Check Shelf
 Manchester, Main Library - Non Fiction  794.80922 KUSHNER    Check Shelf
 Mansfield, Main Library - Adult Nonfiction  794.8092 KUSHNER    Check Shelf
 Middletown, Russell Library - Adult Nonfiction  794.8092 KUS    Check Shelf
 Portland Public Library - Adult Department  794.8 KUS    Check Shelf
Edition First edition.
Description xi, 335 pages ; 25 cm
Bibliography Includes bibliographical references (pages 303-304) and index.
Contents Introduction: 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.
Summary 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.
Study Program Accelerated Reader AR UG 8.1 20.0 76687.
Subject Romero, John, 1967-
Carmack, John.
Video games -- History.
Video games -- Programming -- History.
Computer programmers -- United States -- Biography.
ISBN 0375505245 alkaline paper
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