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  <titleInfo>
    <nonSort>The </nonSort>
    <title>history of the future</title>
    <subTitle>Oculus, Facebook and the revolution that swept virtual reality</subTitle>
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  <name type="personal">
    <namePart>Harris, Blake J.</namePart>
    <namePart type="date">1982-</namePart>
    <role>
      <roleTerm authority="marcrelator" type="text">creator</roleTerm>
    </role>
  </name>
  <name type="personal">
    <namePart>Cline, Ernest</namePart>
    <role>
      <roleTerm type="text">author of introduction, etc.</roleTerm>
    </role>
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  <genre authority="marc">biography</genre>
  <genre authority="">Nonfiction.</genre>
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    <dateIssued encoding="marc">2020</dateIssued>
    <issuance>monographic</issuance>
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  <language>
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  <physicalDescription>
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    <extent>xx, 569 pages, 8 unnumbered pages of plates :  colour illustrations ;  23 cm</extent>
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  <abstract>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.</abstract>
  <tableOfContents>Foreword / Ernest Cline -- PART ONE. THE REVOLUTION VIRTUAL: 1. The boy who lived to mod -- 2. Carmack the Magnificent -- 3. A tale of two trade shows -- 4. The Scaleform Mafia -- 5 STK -- 6. Pivots, prototypes and partnerships -- 7. Freedom is happiness -- 8. That fateful promise -- 9. Mount up -- 10. Valve! -- 11. Kickstarter -- PART TWO. HOW TO BUILD A COMPANY: 12. The king of pop software -- 13. Showtime -- 14. The anomalies -- 15. The Hong Kong shuffle -- 16. Just kids -- 17. Oculus vs. Ouya -- 18. Good, better and best at the 2013 CES -- 19. Proverbs 20, verse 16 -- 20. Wall-to-wall drama -- 21. GDC -- PART THREE. THE GOOD OLD DAYS: 22. Move slow and build things (aka Facebook 2.0) -- 23. Nine stories -- 24. The future of gaming -- 25. Andrew Reisse -- 26. Ideas so crazy they just might -- 27. The room -- 28. Jockeying for position -- 29. Zuckerberg intrigued -- 30. Blue's clues -- 31. The backlash -- 32. The new normal -- 33. Enter NTC -- 34. Out of the woodwork -- 35. Charging forward -- 36. Canaries in the coal mine -- PART FOUR. POLITICS: 37. Twelve days in 2015 -- 38. Awaken the sleeping giants -- 39. Lockdown -- 40. Entitlement checks -- 41. The devil is in the details -- 42. Nimble -- 43. Internet drama -- 44. The daily beast -- 45. Exile -- 46. The heist, the comedy and the fantasy vs. the documentary -- 47. The verdict -- 48. The seemingly impossible challenge -- 49. Employee number one -- 50. He's back.</tableOfContents>
  <note type="statement of responsibility">Blake J. Harris.</note>
  <note>Originally published: 2019</note>
  <note>Includes bibliographical references.</note>
  <subject authority="lcsh">
    <name type="personal">
      <namePart>Luckey, Palmer</namePart>
    </name>
  </subject>
  <subject authority="lcsh">
    <name type="corporate">
      <namePart>Oculus VR (Firm)</namePart>
    </name>
  </subject>
  <subject authority="lcsh">
    <name type="corporate">
      <namePart>Facebook (Firm)</namePart>
    </name>
  </subject>
  <subject>
    <name type="corporate">
      <namePart>Facebook (Firm)</namePart>
    </name>
  </subject>
  <subject authority="lcsh">
    <topic>Virtual reality</topic>
  </subject>
  <subject>
    <topic>Realidad virtual</topic>
  </subject>
  <subject authority="lcsh">
    <topic>Computer industry</topic>
    <geographic>United States</geographic>
  </subject>
  <subject>
    <topic>Industria informática</topic>
    <geographic>Estados Unidos</geographic>
  </subject>
  <classification authority="lcc">QA 76.9 H313h 2020</classification>
  <classification authority="ddc">006.8</classification>
  <identifier type="isbn">9780062455970</identifier>
  <identifier type="isbn">0062455974</identifier>
  <identifier type="lccn">2018276666</identifier>
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