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The Race for a New Game Machine: Creating the Chips Inside the XBox 360 and the Playstation 3 Hardcover – January 1, 2009
- Print length240 pages
- LanguageEnglish
- PublisherCitadel Pr
- Publication dateJanuary 1, 2009
- Dimensions6.5 x 0.5 x 9.5 inches
- ISBN-100806531010
- ISBN-13978-0806531014
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Product details
- Publisher : Citadel Pr; First Edition (January 1, 2009)
- Language : English
- Hardcover : 240 pages
- ISBN-10 : 0806531010
- ISBN-13 : 978-0806531014
- Item Weight : 15.6 ounces
- Dimensions : 6.5 x 0.5 x 9.5 inches
- Best Sellers Rank: #2,568,135 in Books (See Top 100 in Books)
- #883 in Microprocessor & System Design
- #1,640 in Computers & Technology Industry
- #1,802 in Game Programming
- Customer Reviews:
About the authors

Mickie Phipps worked for IBM for nearly six years in various management and leadership positions from 1999 through 2004. She spent two of those years as a second-line manager and project manager in the Sony/Toshiba/IBM Design Center, responsible for both the PowerPC core and the 240 people who designed it for the PlayStation 3 and the Xbox 360. She held ultimate responsibility for an on-schedule delivery of a functioning design to the manufacturing team. Prior to her position with IBM, Ms. Phipps served as the Deputy Director of Engineering at Eaton Corporation, a company that develops large semiconductor manufacturing equipment. She spent twenty years with the United States Air Force, first as an active duty officer and then later as a civil servant and as a Reservist. Most of her service centered on research and development of future generation airborne weapons. Ms. Phipps, now a retired USAF Reservist, resides in Kingsland, Texas, with her husband Jerry. She owns and operates an online bookstore and is pursuing a long-overdue career in writing. She holds a B.S. degree in electrical engineering from the University of Arizona in Tucson, Arizona, and a M.S. degree in management from Troy State University of Troy, Alabama.

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There's also too many examples of what video games are, the same ones over and over again, and a bit to much back patting.
But it is a must read if you care about this very important chapter in video game history.
Yet I only gave it three stars. Why? Because I felt it lacked the depth it needed. It turns itself into a cross between a technical book and a business book, leaving it lacking a bit on each side (particularly the business side.) I think this was likely a deliberate decision, hoping to appeal to a wider audience, particularly us game nerds. That's a weakness, however. There could have been a great deal of discussion, particularly on the business end. Organizational design is touched upon, but done so lightly. Here was a joint venture between IBM, Toshiba and Sony, with Microsoft then butting in. The timetables were tight. So many organizational issues, so much innovation to manage, yet the book deals so little with this, leaving constant questions. This is where I longed for the book to go.
As a bit of history I recommend it. If your work involves any of the companies mentioned above then I recommend the book. If you're hoping to be a leader in video games I recommend this, as it'll be fun to second-guess the decisions made and try to see how your leadership would have worked. If you're looking to learn something, particularly something you can apply to your own unrelted business, I'd say you're wasting time.
I enjoyed this book. But I should have - this is very close to the life I want.
