Trial of the Space Invaders
The Case that Changed Video Games
Sign In or Register Now to see if this title is available for request.
Buy on BN.com Buy on Bookshop.org*This page contains affiliate links, so we may earn a small commission when you make a purchase through links on our site at no additional cost to you.
Send NetGalley books directly to your Kindle or Kindle app
1
To read on a Kindle or Kindle app, please add kindle@netgalley.com as an approved email address to receive files in your Amazon account. Click here for step-by-step instructions.
2
Also find your Kindle email address within your Amazon account, and enter it here.
Pub Date Jan 19 2027 | Archive Date Jan 19 2027
Description
From award-winning journalist and New Yorker contributor Simon Parkin comes the untold true story of a pivotal courtroom battle to determine who invented the video game—and who would profit most from its billion-dollar future.
New York, 1988. A lawsuit between Nintendo and American electronics company Magnavox is playing out in federal court. The outcome of this trial—which will be kept secret for decades—will change the industry forever and set in motion the fiercest rivalry in video game history.
The facts of the case were these: In 1966, Ralph Baer, an inventor for the US defense contractor Sanders, devised a way to turn an ordinary TV set into a machine for playing games. Before anyone understood this emerging technology, his employer secured a set of broad-ranging patents and granted Magnavox the exclusive right to exploit them. As the video game industry grew, Magnavox extracted more than $100 million in licensing fees from its rivals—then set its sights on Nintendo, newly arrived in American homes.
The Japanese corporation fought back with an explosive allegation that threatened to unravel the validity of the patents. They argued that Baer’s invention had been preceded by another—Spacewar, created at MIT and later brought to Stanford—and that Magnavox had known about it. Had their lawyer deliberately concealed Spacewar’s existence from the patent office? If Nintendo could prove it, Magnavox’s licensing empire might collapse. But if Magnavox prevailed, Nintendo might see the sale of its games and consoles frozen.
Combining deep archival research, vivid first-person investigation, and the pace of a courtroom thriller, Trial of the Space Invaders is a gripping narrative history of ambition, invention, and betrayal, and of the long shadow cast by intellectual property over the world’s most popular entertainment industry.
New York, 1988. A lawsuit between Nintendo and American electronics company Magnavox is playing out in federal court. The outcome of this trial—which will be kept secret for decades—will change the industry forever and set in motion the fiercest rivalry in video game history.
The facts of the case were these: In 1966, Ralph Baer, an inventor for the US defense contractor Sanders, devised a way to turn an ordinary TV set into a machine for playing games. Before anyone understood this emerging technology, his employer secured a set of broad-ranging patents and granted Magnavox the exclusive right to exploit them. As the video game industry grew, Magnavox extracted more than $100 million in licensing fees from its rivals—then set its sights on Nintendo, newly arrived in American homes.
The Japanese corporation fought back with an explosive allegation that threatened to unravel the validity of the patents. They argued that Baer’s invention had been preceded by another—Spacewar, created at MIT and later brought to Stanford—and that Magnavox had known about it. Had their lawyer deliberately concealed Spacewar’s existence from the patent office? If Nintendo could prove it, Magnavox’s licensing empire might collapse. But if Magnavox prevailed, Nintendo might see the sale of its games and consoles frozen.
Combining deep archival research, vivid first-person investigation, and the pace of a courtroom thriller, Trial of the Space Invaders is a gripping narrative history of ambition, invention, and betrayal, and of the long shadow cast by intellectual property over the world’s most popular entertainment industry.
Available Editions
| EDITION | Other Format |
| ISBN | 9781668079027 |
| PRICE | $30.00 (USD) |
| PAGES | 336 |
Available on NetGalley
NetGalley Reader
(EPUB)
NetGalley Shelf App
(EPUB)
Send to Kindle (EPUB)
Send to Kobo (EPUB)
Download (EPUB)
Available to Buy
Buy on BN.com Buy on Bookshop.org*This page contains affiliate links, so we may earn a small commission when you make a purchase through links on our site at no additional cost to you.
Average rating from 4 members
Readers who liked this book also liked:
Something Is Killing the Children: Hope Is a Knife
James Tynion IV; Kiersten White
Horror, Mystery & Thrillers, Sci Fi & Fantasy
James Tynion IV; Kiersten White
Horror, Mystery & Thrillers, Sci Fi & Fantasy
Legends & Lattes: The Graphic Novel
Travis Baldree
Comics, Graphic Novels, Manga, LGBTQIAP+, Sci Fi & Fantasy
Travis Baldree
Comics, Graphic Novels, Manga, LGBTQIAP+, Sci Fi & Fantasy
Buzz Books 2026: Fall/Winter
Publishers Lunch
General Fiction (Adult), Nonfiction (Adult), Teens & YA
Publishers Lunch
General Fiction (Adult), Nonfiction (Adult), Teens & YA