Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
By D. Kushner. 2003
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Vladlen Koltun
- Alexey Dosovitskiy
- Sergey Levine
- Trevor Darrell
- Jitendra Malik
- Luc Van Gool
- Yoshua Bengio
- Andrea Vedaldi
Citations in the corpus
- Learning to Act by Predicting the Future (2016, methodology): “We use the classical first-person game Doom, which introduced immersive three-dimensional games to popular culture (Kushner, 2003).”
- Balancing the Tensions Between Rationalization and Creativity in the Video Games Industry (2007, background): “A remarkable trend is that of first-person shooter games, which are some of the most immersive, visceral, and controversial games available (Kushner 2003).”
- Procedural content generation for games: A survey (2013, background): “In the early-to-mid-1990s, the successful game development company id created popular commercial games such as Commander Keen, Wolfenstein 3D, and Doom with a single full-time content developer in a team of five or six game developers [Kushner 2003].”
- Privilege, Power, and Dungeons & Dragons: How Systems Shape Racial and Gender Identities in Tabletop Role-Playing Games (2017, background): “From influencing the designs of myriad video game titles and tropes (Harris, 2015; Kushner, 2004) to shaping the experiences of the aforementioned literary superstars, D&D has seeped into multiple facets of culture.”