000 03624cam a2200349Ii 4500
001 on1085544898
003 OCoLC
005 20190228145436.0
008 190213s2019 nyuaf b 000 0deng d
040 _aNjBwBT
_beng
_erda
_cFMG
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020 _a9780062455963
_q(hardcover)
020 _a0062455966
_q(hardcover)
035 _a(OCoLC)1085544898
092 _a006.8
_bH313
049 _aNFGA
100 1 _aHarris, Blake J.,
_eauthor.
_9260938
245 1 4 _aThe history of the future :
_bOculus, Facebook, and the revolution that swept virtual reality /
_cBlake J. Harris ; with a foreword by Ernest Cline.
250 _aFirst edition.
264 1 _aNew York, NY :
_bDey St., an imprint of William Morrow,
_c[2019]
300 _axviii, 500 pages, 8 unnumbered pages of plates :
_bcolor illustrations ;
_c24 cm
336 _atext
_btxt
_2rdacontent
337 _aunmediated
_bn
_2rdamedia
338 _avolume
_bnc
_2rdacarrier
504 _aIncludes bibliographical references (pages 493-500).
520 _aIn The History of the Future, Harris once again deep-dives into a tech drama for the ages to expertly tell the larger-than-life true story of Oculus, the virtual reality company founded in 2012 that--less than two years later--would catch the attention of Mark Zuckerberg and wind up being bought by Facebook for over $2 billion dollars. This incredible underdog story begins with inventor Palmer Luckey, then just a nineteen-year-old dreamer, living alone in a camper trailer in Long Beach, California. At the time, virtual reality--long-hailed as the ultimate technology--was so costly and experimental that it was unattainable outside of a few research labs and military training facilities. But with the founding of Oculus, and the belief that his tantalizing vision of the future could one day be more than science fiction, Luckey put everything he had into creating a device that would allow gamers like him to step into virtual worlds and, in doing so, hopefully kickstart a VR revolution. With the help of an industry legend, a serial entrepreneur, and a slew of colorful characters--including those behind gaming sensations like Doom, Words with Friends, and Guitar Hero--Luckey's scrappy startup would finally deliver the dream of immersive and affordable virtual reality to consumers, leading geeks and gamers to be excited in a way that they hadn't been in years, and tech firms and investors scrambling to get in on the action before it was too late. Over the course of three years (and with unprecedented access from Oculus and Facebook), Harris conducted hundreds of interviews with key players in the VR revolution--including Luckey, his partners, and their cult of dreamers--to weave together a rich, cinematic narrative that captures the breakthroughs, breakdowns, and human drama of trying to change the world. The result is a supremely accessible, entertaining look at the birth of a new multi-billion-dollar industry; one full of heroes, villains, and twists at every corner. Take, for instance, Harris' own discovery while writing this story. When he started this endeavor, he had no idea that this tale would somehow involve Donald Trump, billion-dollar lawsuits, illegal practices, and end with Luckey--eventually ousted from Facebook--as one of the most polarizing figures in Silicon Valley.
610 2 0 _aOculus VR, LLC.
_9390265
600 1 0 _aLuckey, Palmer.
_9390266
650 0 _aVirtual reality.
_9242569
650 0 _aComputer industry
_zUnited States.
_9223893
700 1 _aCline, Ernest.
_ewriter of foreward.
_9189883
994 _aC0
_bNFG
999 _c286842
_d286842