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Replayed
  • Language: en
  • Pages: 377

Replayed

  • Type: Book
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  • Published: 2023-06-06
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  • Publisher: JHU Press

"The purpose of this book is to consolidate the author's far-flung publications into a single work to give students and scholars the opportunity to read and teach his scholarly output as a single corpus of thought. This book offers the author's most significant pieces on game history, game historiography, software preservation, software collections, virtual worlds/machinima, play-capture, and documentation"--

America in European Consciousness, 1493-1750
  • Language: en
  • Pages: 448

America in European Consciousness, 1493-1750

For review see: Stephen J. Homick, in The Hispanic Historical Review (HAHR), vol. 77, no. 1 (February 1997); p. 78-80.

Debugging Game History
  • Language: en
  • Pages: 465

Debugging Game History

  • Type: Book
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  • Published: 2024-02-06
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  • Publisher: MIT Press

Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodi...

Game After
  • Language: en
  • Pages: 371

Game After

  • Type: Book
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  • Published: 2014-01-24
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  • Publisher: MIT Press

A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video game...

Homebrew Gaming and the Beginnings of Vernacular Digitality
  • Language: en
  • Pages: 273

Homebrew Gaming and the Beginnings of Vernacular Digitality

  • Type: Book
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  • Published: 2021-08-17
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  • Publisher: MIT Press

The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instan...

The Machinima Reader
  • Language: en
  • Pages: 356

The Machinima Reader

  • Type: Book
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  • Published: 2011
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  • Publisher: MIT Press

The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners.

How to Play Video Games
  • Language: en
  • Pages: 376

How to Play Video Games

  • Type: Book
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  • Published: 2019-03-26
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  • Publisher: NYU Press

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays...

Designing Interactive Hypermedia Systems
  • Language: en
  • Pages: 260

Designing Interactive Hypermedia Systems

This book aims at exploring and illustrating the different ways in which hypermedia systems and tools are designed according to those aspects. The design and visualization schemes included in any system will be related to the variety of social and technical complexities confronted by researchers in social, communication, humanities, art and design.

Building SimCity
  • Language: en
  • Pages: 488

Building SimCity

  • Type: Book
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  • Published: 2024-06-04
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  • Publisher: MIT Press

A deep dive into the trailblazing simulation game SimCity, situating it in the history of games, simulation, and computing. Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniq...

A New History of Modern Computing
  • Language: en
  • Pages: 545

A New History of Modern Computing

  • Type: Book
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  • Published: 2021-09-14
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  • Publisher: MIT Press

How the computer became universal. Over the past fifty years, the computer has been transformed from a hulking scientific supertool and data processing workhorse, remote from the experiences of ordinary people, to a diverse family of devices that billions rely on to play games, shop, stream music and movies, communicate, and count their steps. In A New History of Modern Computing, Thomas Haigh and Paul Ceruzzi trace these changes. A comprehensive reimagining of Ceruzzi's A History of Modern Computing, this new volume uses each chapter to recount one such transformation, describing how a particular community of users and producers remade the computer into something new. Haigh and Ceruzzi grou...