Готовый перевод Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture / Masters of Doom: Как два парня создали империю и изменили поп-культуру: About the author
Дэвид Кушнер пишет для многочисленных публикаций, в том числе для The New York Times, Rolling Stone, Wired, The Village Voice, и Spinс.
Он также работал в качестве главного журналиста и продюсер SonicNet - сайта музыки.
Он жил в Нью Йорке.
Библиография
Эти книги были полезны в моих исследованиях.
Ab Hugh, Dafydd, and Brad Linaweaver.Doom: Hell on Earth. New York: Penguin, 1995.
Campbell-Kelly, Martin, and William Aspray.Computer: A History of the Information Machine. New York: Basic Books, 1996.
Dear, William.Dungeon Master: The Disappearance of James Dallas Egbert III.
Boston: Houghton Mifflin, 1984.
Dungeon Master Guide: Advanced Dungeons and Dragons.Renton, Wash.: TSR, 1995.
Freiberger, Paul, and Michael Swaine.Fire in the Valley: The Making of the Personal Computer. New York: McGraw-Hill, 2000.
Gibson, William.Neuromancer. New York: Berkeley, 1984.
Grossman, Dave, and Gloria DeGaetano.Stop Teaching Our Kids to Kill: A Call to Action Against TV, Movie, and Video Game Violence. New York: Crown, 1995.
Hafner, Katie, and Matthew Lyon.Where Wizards Stay Up Late: The Origins of the Internet. New York: Simon and Schuster, 1996.
Herman, Leonard.Phoenix: The Rise and Fall of VideoGames. Union, Nev.: Rolenta Press, 1997.
Herz, J. C.Joystick Nation: How Video Games Ate Our Quarters, Won Our Hearts, and Rewired Our Minds. New York: Little, Brown, 1995.
Huizinga, Johan.Homo Ludens: A Study of the Play Element in Culture. Boston:
Beacon, 1955.
Huxley, Aldous.Brave New World. New York: Harper and Row, 1946.
Id anthology. id Software, 1996. (Specifically, the story about id that accompanied this boxed set of games.)
Jones, Gerard.Killing Monsters: Why Children NeedFantasy, Super Heroes, and Make-Believe Violence.
New York: Basic Books, 2002. Kent, Steven L.The First Quarter. Bothell, Wash.: BWD Press, 2000.
Kidder, Tracy.The Soul of a New Machine. Boston: Little, Brown, 1981.
Leukart, Hank.The Doom Hacker’s Guide. New York: MIS Press, 1995.
Levy, Steven.Hackers: Heroes of the Computer Revolution. New York: Bantam Doubleday Dell, 1984.
Insanely Great: The Life and Times of the Macintosh, the Computer That Changed Everything. New York: Penguin, 2000.
McLuhan, Marshall.Understand Media: The Extensions of Man. New York:
McGraw-Hill, 1964.
Mendoza, John.The Official Doom Survivor’s Strategies and Secrets. Alameda, Calif.: SYBEX, 1994.
Packer, Randall, and Ken Jordan.Multimedia: From Wagner to Virtual Reality. New York: W. W. Norton, 2001.
Player Handbook: Advanced Dungeons and Dragons.Renton, Wash.: TSR, 1995. Poole, Steven.Trigger Happy: Video Games and the Entertainment Revolution. New York: Arcade, 2000.
Quake Authorized Strategy Guide.Indianapolis: Brady, 1995.
Rheingold, Howard.The Virtual Community: Homesteading on the Electronic Frontier. New York: HarperCollins, 1993.
Rucker, Rudy, R. U. Sirius, and Queen Mu.Mondo 2000: User’s Guide to the New Edge. New York: HarperCollins, 1992.
Salzman, Marc.Game Design: Secrets of the Sages. Indianapolis: Brady, 1999.
Sheff, David.Game Over: Press Start to Continue. Wilton, Conn.: GamePress, 1999.
Stephenson, Neal.Snow Crash. New York: Bantam Spectra, 1993.
Turkle, Sherry.Life on Screen: Identity in the Age of the Internet. New York:
Touchstone, 1995.
White, Michael.Acid Tongues and Tranquil Dreams: Tales of Bitter Rivalry That Fueled the Advancement of Science and Technology. New York: HarperCollins, 2001.
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