Invasion of the Video Creatures, p. 90.
Joint Hearings Before the Subcommittee on Juvenile Justice, One Hundred Third Congress, Serial No. J-103–37, December 9, 1993.
Freiberger and Swaine, Fire in the Valley, pp. 409–411.
A DOOM Boom, Dallas Morning News, May 17, 1994, p. 15A.
DOOM Bursts onto College Computer Networks, Houston Chronicle, December 15, 1993, Business, p. 1.
DOOM Bursts onto College Computer Networks, p. 1.
Lovers of Guts and Gore Should Meet This DOOM, Courier-Journal (Louisville, Ky.), May 7, 1994, p. 2S.
3D Applications Can Add New Dimension to Business World, PC Week, January 31, 1994, p. 59.
The Best in Arcade Game Software, Compute, January 1994, p. S1.
Games, The Guardian (London), January 13, 1994, p. 17.
DOOM Awaits Fun-Seeking PC Owners, Arizona Republic, March 6, 1994, p. E1.
A Visit to the id Office, Electronic Games, January 1995, p. 39.
DOOM’s Day Afternoon: id’s Hell on Earth, Computer Player, October 1994, p. 28.
Former Student Repays School with Computer Equipment, Kansas City Star, April 21, 1994, p. C4.
Microsoft Gets Serious About Fun in Windows, Business Wire, April 26, 1994.
Hit Game Sequel Spells ‘Doom’ Again, San Francisco Chronicle, October 8, 1994, p. E1.
Profits from the Underground, Forbes, May 9, 1994, p. 176.
Wallowing in Doom 2, New York Times, May 15, 1994, Styles, p. 8.
DOOM Brings a New Dimension to 3D Games, USA Today, May 25, 1994, p. 3D.
A DOOM Boom; Software Firm Creates a Monster Hit via the Information Superhighway, Dallas Morning News, May 17, 1994, p. 15A.
Good, Strong Guidelines Needed; Gory Game Gives Cause for Concern, South China Morning Post, March 22, 1994, p. 1.
Duke Nukem Banned in Brazil, Reuters, December 21, 1999.
Kent, First Quarter, pp. 382–384.
Virtual Addiction, Austin American-Statesman, April 2, 1994, p. F1.
Players Get Virtual Kicks in DOOM Tournament, Austin American-Statesman, May 8, 1994, p. B1.
Cited in Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture (Boston: Beacon, 1955), pp. 18–19.
Ibid., p. 1.
Marshall McLuhan, Understand Media: The Extensions of Man (New York: McGraw-Hill, 1964), pp. 208–211.
DOOM’s Day Afternoon: id’s Hell on Earth, Computer Player, October 1994, p. 28.
DOOM and Links 3.6 Pro Give Hours of Fun, Chicago Sun-Times, October 17, 1994, Financial, p. 54.
New York Times, September 3, 1994, sec. 1, p. 35.
Doomonomics, Economist, May 25, 1996, pp. 12–14.
Power Finance or Boot Strap? Red Herring, December 1994, p. 81.
DOOM Goes to War, Wired, April 1997, pp. 114–118.
Top Software, Entertainment Weekly, June 9, 1995.
Microsoft Shows Games at Halloween Bash, UPI International, October 30, 1995.
PC Data, 2000.
GT Masters Software Universe with New-Fangled Sales Smarts, Crain’s New York Business, July 1,1996, News, p. 4.
The Egos at Id, Wired, August 1996, pp. 122–127.
История этого турнира изначально была описана в другой форме в моей статье Blood Sport, Spin, June 1997, pp. 104–107.
Quake: Bloody Amazing, USA Today, June 27, 1996, p. 5D.
10 on the Richter Scale: id Software Quake Action Game Software Review, Computer Gaming World, October 1996, p. 174.
Multimedia: The Best and Worst of 1996, Entertainment Weekly, December 27, 1996.
Spin, June 1997, p. 106.
E-mail interview with Chris Spencer on January 8, 1997, posted on onenet.quake newsgroup.
Cyber Elite: Inside the Top Fifty Time Digital Cyber Elite, Time Digital, October 5, 1998, http://www.time.com/time/digital/cyberelite/36.html.
Game Designers Take Penthouse; Programmers of DOOM Create Culture Clash at Texas Commerce Tower, Dallas Business Journal, July 25, 1997, p. 1.
Time Digital, October 5, 1998.
Cool Companies, Fortune, July 7, 1997, p. 84.
Connected: There Is Another Way to Achieve the Sort of Financial Security That Brings the Freedom to Throw TVs out of Hotel Windows and Drive Rolls-Royces into Swimming Pools, Daily Telegraph, April 29, 1997, p. 15.
Braindrain at id: Mood Dark and Gloomy, Wired News, January 18, 1997, http://www.wired.com/news/culture/0,1284,1539,00.html.
It’s going to happen: Merchant of DOOM Is Reborn as the Ion Man, The Times, April 16, 1997, features section.
Ibid.
Connected, p. 15.
Beyond DOOM and Quake: Everything That Game Designer John Romero Touches Turns to Gore. And to Gold», Time, June 23, 1997, p. 56.
Dear Romero! PlanetQuake, June 9, 1999, http://www.planetquake.com/features/mynx/dearromero.shtm.
Intergraph, id Software, Rendition, and ClanRing to Sponsor QUAKE Tournament, Business Wire, March 7, 1997.
Greetings from America’s Secret Capitols, Time, July 13, 1998, www.time.com/time/magazine/archives.
Legions of DOOM, Wired, March 1998, p. 157.
Why the New Hollywood Is in Texas, Boston Globe, November 23, 1997, p. N5.
Gamemakers Feeding Growing Appetite for Fun, USA Today, June 19, 1997, p. 4D.
Ibid.
Knee Deep in a Dream: The Story of Daikatana, GameSpot, May 2000, http://www.gamespot.com/features/btg-daikatana/index.html.
John Romero – Artiste, Penny Arcade, November 25, 1998, http://www.penny-arcade.com/view.php3?date=1998-11-25.
John Romero Killed at Age 30, AdrenalineVault, August 28, 1998, www.avault.com.
Stormy Weather, Dallas Observer, January 14–28, 1999, p. 45.
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