The Tetris effect : the game that hypnotized the world
(Book)

Book Cover
Average Rating
Published
New York : PublicAffairs, c2016.
Status
Shirlington - Adult Nonfiction
794.8 ACKER
1 available
Westover - Adult Nonfiction
794.8 ACKER
1 available

Copies

LocationCall NumberStatus
Shirlington - Adult Nonfiction794.8 ACKERAvailable
Westover - Adult Nonfiction794.8 ACKERAvailable

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Published
New York : PublicAffairs, c2016.
Format
Book
Physical Desc
vi, 264 pages ; 25 cm
Language
English

Notes

Bibliography
Includes bibliographical references (pages 247-249) and index.
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 Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his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"--,Provided by publisher.

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Citations

APA Citation, 7th Edition (style guide)

Ackerman, D. (2016). The Tetris effect: the game that hypnotized the world (First edition.). PublicAffairs.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Ackerman, Dan. 2016. The Tetris Effect: The Game That Hypnotized the World. PublicAffairs.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Ackerman, Dan. The Tetris Effect: The Game That Hypnotized the World PublicAffairs, 2016.

MLA Citation, 9th Edition (style guide)

Ackerman, Dan. The Tetris Effect: The Game That Hypnotized the World First edition., PublicAffairs, 2016.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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