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Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic [Hardcover]

Brad King , John Borland
4.2 out of 5 stars  See all reviews (18 customer reviews)

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Book Description

Aug 13 2003 Consumer
Enter the quiet living rooms and cacophonous gaming environs of gaming kingpins like Richard Garriott and John Carmack, who invented games such as Quake and DOOM. Learn about gamers who make their living by winning gaming tournaments, and secrets of devoted gamers who practically live at LAN parties and gaming conventions.


Product Details


Product Description

From Publishers Weekly

King and Borland's crisp study of computer game specialists reads like a screenplay and would make ideal film material. The authors offer an intriguing protagonist in Richard Garriott, who overcame disapproval from his astronaut father and the lonely isolation of being a geek to produce the Ultima Online series. Vowing to create dungeon worlds as rich and frightening as Tolkien's, Garriott went into business with his brother and pursued his goal through lean years and unsatisfying corporate alliances. The authors, both journalists, also profile other colorful characters, such as Richard Bartle and Roy Trubshaw, creators of the first MUD (multiple-user dungeon), a place where gamers could meet online; John Carmack and John Romero, creators of Doom ("the ultimate visceral experience of kill-or-be-killed"); and Gary Gygax and Dave Arneson, Dungeons & Dragons' masterminds. King and Borland cover dramatic events, including attacks by conservative Christians, who felt Dungeons & Dragons was satanic and encouraged worship of the occult, violent behavior and suicide. Equally involving is the gaming world's exclusion and harassment of women until such rebels as college student Vangie Beal formed a women's gaming network called PMS (the Psycho Men Slayers). Garriott comes across as an inspiring figure when he introduces a system of ethics and morals into the games, stressing honesty, compassion, values, justice, sacrifice, honor, spirituality and humility. Even non-tech-inclined readers will be intrigued by the sense of community King and Borland describe, and their epilogue image of Garriott living in a castle, complete with moat, will delight fantasy lovers.
Copyright 2003 Reed Business Information, Inc.

From the Back Cover

"Dungeons and Dreamers has the best attributes of the sometimes geeky computer culture it chronicles: compassion, humor, and computer-like accuracy. Anyone interested in the history of computer gaming should read this book." --Lisa Mason, Game Informer Magazine

"If you've read King and Borland in Wired and CNET, you don't need convincing. If you haven't, buy this book. Read it, visit their blog for daily infusions, and thank me later. --Brad Hill, The Digital Songstream

"Gaming is a multi-billion dollar industry. How it became one is possibly the biggest business story of our day." --Richard A. Martin, Complex Magazine

From the dreamers who created the medium to the players who make it a worldwide phenomenon, witness computer games' laser-beam rise from blips on university computer science program screens to their pervasive presence in our everyday lives. Inside, you'll meet the creators, the crusaders, and the celebrity players, including:

  • Gary Gygax and Dave Arneson, masterminds behind Dungeons & Dragons--the role-playing game that inspired generations of computer game developers
  • Willie Crowther and Don Woods, creators of the early text-based computer role-playing game Adventure, which eventually became Zork!
  • Richard Garriott, whose popular series of Ultima games eventually spawned the massively multiplayer online world, Ultima Online
  • Richard Bartle and Roy Trubshaw, creators of the first MUD, a place where gamers could meet online and go adventuring in a shared world
  • John Carmack and John Romero, the programming geniuses who created DOOM!, the ultimate visceral experience of kill-or-be-killed
  • "Thresh," whose deathmatch skills were so great he won Carmack's Ferrari and earned a front-page profile in The Wall Street Journal
  • Henry Jenkins, the media critic who found himself unexpectedly defending such violent games as Mortal Kombat before a Senate subcommittee

Dungeons and Dreamers weaves together threads of influence from Gary Gygax's Dungeons & Dragons and Richard Garriott's Ultima through John Carmack and John Romero's DOOM and beyond. The story of computer gaming's early days stretches from California's balmy shores through the hill country of Texas to a sleepy little town in the south of England. It is the ultimate "revenge of the nerds" tale in which D&D players, Society for Creative Anachronism aficionados, science fiction fans, and young computer programmers come together to produce a multi-billion-dollar industry that merges with the burgeoning telecommunications industry and the Internet boom of the 1990s to explode into a mass-market phenomenon.

Former Wired correspondent Brad King and CNET writer John Borland take you on an all-access tour of the wild, weird, wonderful world of PC gamers. Learn why violence seems to be inherent in computer gaming, why the medium attracts mostly men, and why the violence sometimes spills over into reality, as it did at Columbine. Explore how the face of the average gamer is changing with deathmatch teams such as PMS--Psycho Men Slayers--the first all-female Quake clan, as well as the women who use Quake templates to create online sex parlors. Go inside the increasingly popular LAN parties, where gamers spend sleepless weekends in the dark glued to glowing monitors, as well as Internet gaming parlors--also called PC Bangs--that are sprouting like mushrooms along the West Coast. Visit the EverQuest Fan Faires where role-playing gamers come full circle and actually meet in person.

Electronic games have become so culturally pervasive that they influence the way we perceive the world. Dungeons and Dreamers serves up a slice of the origins of today's computer game culture and gives us a sense of the amazing realms into which it may be heading.


Inside This Book (Learn More)
First Sentence
Richard Garriott flopped onto his bed in the small, two-bunk dorm room at Oklahoma University and surveyed his options. Read the first page
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Concordance
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Customer Reviews

Most helpful customer reviews
3.0 out of 5 stars Kind of Fizzles out in the end July 14 2011
By Jason
Format:Hardcover
Dungeons and Dreamers is about the rise of the computer gaming industry right from pre-creation roots in Dungeons and Dragons. The first part of the book, The Rise of Digital Gaming, is the part I found most fascinating. It details the people and events of the early computer gaming industry. Too much emphasis is put on Richard Garriott, but it is still interesting to read about his life. Part II takes us to the beginning of on-line play, and this too, is interesting. Part III, I feel, is where this book really falls flat. The chronological order of events is abandoned and we start getting, for example, a yawner of a chapter on the lawsuits and violence in computer games. The remaining chapters detail the further development of on-line play in computer games and comes off as sort of a garbled mess. Too many people are talked about and there just seems to be no direction. I also couldn't help how outdated it felt to read this part; for example, there is no mention of WOW. So, first two parts, 4 stars, part 3, 2 stars, overall 3 stars.
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4.0 out of 5 stars True fans and gamers, it's must-read material May 23 2004
By J. Veon
Format:Hardcover
Very enjoyable and non-heavy book stretching back to Gygax and his crew of Chainmail folks up through the current crop of MMORPG play (yeah, Carmack and Romero and all those guys are in it too). A great read and a diverse one too, in that it discusses the technical issues of game development and game play, video games in a social context and under fire from concerned activists, and also a cool look at the personal lives of the key players who introduced the games themselves, Never boring, and although it's not a super heavy read it's got definite gems of inspiration and insight. It's well written and engaging. If you're a fan, (especially if you had a C64/Atari/Pong and spent time with the 20 sided die) it's a must have. Lots of fun! I'd disregard the 1-star bad review (if you read past page 14, it gets much more interesting Kathy82...that goes for most books, btw).
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5.0 out of 5 stars WHOA!!! April 29 2004
By A Customer
Format:Hardcover
This book taught me alot about how the games got started and how video, board, and pen and paper games bring people to gether if any ones looking for an interesting read this is for you. im going to buy and apple2 just so i can play some of those games. ITS GREAT!
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Most recent customer reviews
1.0 out of 5 stars How Lord British lost his virginity--p. 14--very big deal!
Was given this book as a freebie--someone must be buying up copies. For an Austinite, this adoring account of the life of a hasbeen fifth-string techno-celebrity is a little... Read more
Published on Dec 7 2003 by Free Republic Reader
5.0 out of 5 stars A great read about Computer Gaming history
This book is a well-crafted and focused look at the rise of computer games in popular culture. Anything involving the gaming community will generate flaming and name-calling but... Read more
Published on Nov 9 2003
5.0 out of 5 stars A thoroughly enjoyable read
I am a 41 year old gamer. I was around for Pong! to Atari to Colecovision to the PC of today. Although I thoroughly enjoy playing computer games, I never knew how this whole medium... Read more
Published on Oct 29 2003 by J. Garcia
5.0 out of 5 stars A thoroughly enjoyable read
I am a 41 year old gamer. I was around for Pong! to Atari to Colecovision to the PC of today. Although I thoroughly enjoy playing computer games, I never knew how this whole medium... Read more
Published on Oct 29 2003 by J. Garcia
2.0 out of 5 stars A hit and miss effort
After finishing Masters of Doom and the Ultimate History of Video Games I found Dungeons and Dreamers to be fairly choppy and unfocused. Read more
Published on Oct 19 2003 by Tod Curtis
5.0 out of 5 stars Examines the communities of computer game players
In Dungeons And Dreamers: The Rise Of Computer Game Culture From Geek To Chic by Brad King and John Borland examines the communities of computer game players that have sprung up... Read more
Published on Oct 8 2003 by Midwest Book Review
4.0 out of 5 stars A true appreciation of the changing world of games!
Time and time again I had read and heard bits and pieces of Garriott's story but was truly amazed when presented with it all in one sitting with the book "Dungeons and... Read more
Published on Sep 26 2003 by Vangie (Aurora)
1.0 out of 5 stars Strictly for fanboys.
These are very charming faux-reviews from Brad and Borland's drinking buddies, but the truth about this tome is less pleasing. Read more
Published on Sep 18 2003 by John Gorenfeld
5.0 out of 5 stars Borland is King
I was born with the use of my thumbs and therefore i can neither hold nor fire real handguns. Playing video games on the computer internet has been pretty much my "surrogate... Read more
Published on Sep 8 2003
5.0 out of 5 stars Definitely ENTERTAINING. Though omissions are unforgivable.
I've loved this book. There is much in-depth information about the industry and the everlasting delight of the gaming-gourmand. Read more
Published on Aug 21 2003 by tdrtgncbb
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