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The history of the future : Oculus, Facebook and the revolution that swept virtual reality / Blake J. Harris.
Van Pelt Library QA76.9.C65 H357 2020
Available
- Format:
- Book
- Author/Creator:
- Harris, Blake J., author.
- Language:
- English
- Subjects (All):
- Oculus VR (Firm).
- Facebook (Firm).
- Luckey, Palmer, 1992-.
- Luckey, Palmer.
- Virtual reality.
- Computer industry--United States.
- Computer industry.
- Virtual reality headsets.
- United States.
- Virtual reality headsets--Design and construction.
- Genre:
- History.
- Physical Description:
- xx, 569 pages, 8 unnumbered pages of plates : colour illustrations ; 23 cm
- Edition:
- First William Morrow paperback edition.
- Place of Publication:
- New York : Dey St., 2020.
- Summary:
- The dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality, by the bestselling author of Console Wars. In 2012, nineteen-year-old Palmer Luckey -- inventor, gamer, dreamer -- lives alone in a trailer in Long Beach, California, that he has transformed into a makeshift laboratory optimized to build virtual reality headsets -- a technology most believed died in the nineties. Luckey, however, is adamant about its resurrection; so, too, are other visionaries. Enter famed coder and video game pioneer John Carmack, who is developing a game that might be the perfect software companion to Luckey's hardware. Soon enough, the two team up, and with the help of a charismatic serial entrepreneur, a brilliant Russian programmer, and dozens of other colorful characters, Luckey's scrappy startup -- Oculus -- kickstarts a virtual reality revolution. What happens next turns out to be the ultimate entrepreneurial journey: a tale of battles won and lost, lessons learned, and never-ending twists and turns-including an unlikely, multi-billion-dollar acquisition by Facebook's Mark Zuckerberg, who wants to help bring VR to the masses. The result is a modern-day tale of the American Dream that is a front-row seat to the birth of a game-changing new industry.
- Contents:
- Prologue
- Part 1: The revolution virtual. The boy who lived to mod ; Carmack the Magnificent ; A tale of two trade shows ; The Scaleform mafia ; STK ; Pivots, prototypes, and partnerships ; Freedom is happiness ; That fateful promise ; Mount up ; Valve! ; Kickstarter
- Part 2: How to build a company. The king of pop software ; Showtime ; The anomalies ; The Hong Kong shuffle ; Just kids ; Oculus vs. Ouya ; Good, better, and best at the 2013 CES ; Proverbs 29, verse 18 ; Wall-to-wall drama ; GDC
- Part 3: The good old days. Move slow and build things (aka Facebook 2.0) ; Nine stories ; The future of gaming ; Andrew Reisse ; Ideas so crazy they just might ; The room ; Jockeying for position ; Zuckerbro intrigued ; Blue's clues ; The backlash ; The new normal ; Enter HTC ; Out of the woodwork ; Charging forward ; Canaries in the coal mine
- Part 4: Politics. Twelve days in 2015 ; Awaken the sleeping giants ; Lockdown ; Entitlement checks ; The devil is in the details ; Nimble ; Internet drama ; The Daily Beast ; Exile ; The heist, the comedy and the fantasy vs. the documentary ; The verdict ; The seemingly impossible challenge ; Employee number one ; He's back
- Epilogue.
- Notes:
- Originally published: 2019.
- Includes bibliographical references.
- ISBN:
- 9780062455970
- 0062455974
- OCLC:
- 1148062594
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