Devin C. Griffiths

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Devin C. Griffiths

Goodreads Author


Born
in White Plains, The United States
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Influences
John McPhee, Joan Didion, Timothy Ferris, Margaret Atwood, William Gib ...more

Member Since
September 2013

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Writing is in my blood: I began creating stories for myself (and anyone else who’d read them) in second grade. When asked by my teachers to keep a journal, all my entries centered around a character undertaking some sort of adventure–usually perilous. And while my peers were learning to type using instruction books and teaching templates, I taught myself the keyboard by composing stories on my dad’s manual typewriter, an old blue and white Smith-Corona with faded keys. At 15, I began writing professionally, and though the path has rarely been straight, I’ve kept on it ever since.

My first book, Virtual Ascendance: Video Games and the Remaking of Reality, was recently published by Rowman & Littlefield Publishers. It's a non-fiction book that
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Average rating: 3.84 · 25 ratings · 7 reviews · 2 distinct works
Virtual Ascendance: Video G...

3.84 avg rating — 25 ratings — published 2013 — 5 editions
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A Giant’s Passing

Ralph BaerLast weekend, videogames lost their father: On Saturday, December 6, at the age of 92, Ralph Baer���inventor of the videogame and progenitor of a 100-billion-dollar global industry and an obsession, hobby, or pastime for more than a billion people���passed away.


The story begins in 1951. New York-based electronics company Loral tasks one of its engineers���Ralph Baer���with designing the best TV se

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Published on December 12, 2014 13:44
Quotes by Devin C. Griffiths  (?)
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“For all the talk about the merging of film and video game, and for all its inevitability, perhaps the secret of true convergence lies not in an external reality , but in an internal truth: What kids seek from video games is what we all seek from our own distractions--be they movies, radio, comic books, literature, or art: an escape from the mundane to the sublime, where our imaginations make of us heroes, lovers, warriors, and gods.”
Devin C. Griffiths, Virtual Ascendance: Video Games and the Remaking of Reality

“If you're too young to remember the Time Before Pong, then you probably can't appreciate the momentousness of its arrival. Bear in mind the game emerged in a very different world. It was a time before home computers, cable television, cell phones, game consoles, the Internet--everything we take for granted today. For many of my formative years, we still watched TV in black and white, and had to get up to change the channel. This was the technological Dark Ages. Had we been less culturally enlightened, we would have denounced Pong as witchcraft and burned its inventors at the stake. For those of us who were there--who had never played, let alone seen, a video game--we knew we were witnessing something extraordinary, a groundbreaking achievement in home entertainment. However, none of us knew that we were participating in the birth of a revolution.”
Devin C. Griffiths, Virtual Ascendance: Video Games and the Remaking of Reality

“Chance favors the prepared mind.”
Louis Pasteur

“For all the talk about the merging of film and video game, and for all its inevitability, perhaps the secret of true convergence lies not in an external reality , but in an internal truth: What kids seek from video games is what we all seek from our own distractions--be they movies, radio, comic books, literature, or art: an escape from the mundane to the sublime, where our imaginations make of us heroes, lovers, warriors, and gods.”
Devin C. Griffiths, Virtual Ascendance: Video Games and the Remaking of Reality

“If you're too young to remember the Time Before Pong, then you probably can't appreciate the momentousness of its arrival. Bear in mind the game emerged in a very different world. It was a time before home computers, cable television, cell phones, game consoles, the Internet--everything we take for granted today. For many of my formative years, we still watched TV in black and white, and had to get up to change the channel. This was the technological Dark Ages. Had we been less culturally enlightened, we would have denounced Pong as witchcraft and burned its inventors at the stake. For those of us who were there--who had never played, let alone seen, a video game--we knew we were witnessing something extraordinary, a groundbreaking achievement in home entertainment. However, none of us knew that we were participating in the birth of a revolution.”
Devin C. Griffiths, Virtual Ascendance: Video Games and the Remaking of Reality

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