Super Power, Spoony Bards, and Silverware

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Author :
Publisher : MIT Press
ISBN 13 : 0262341506
Total Pages : 238 pages
Book Rating : 4.09/5 ( download)

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Book Synopsis Super Power, Spoony Bards, and Silverware by : Dominic Arsenault

Download or read book Super Power, Spoony Bards, and Silverware written by Dominic Arsenault and published by MIT Press. This book was released on 2017-09-01 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the Super Nintendo Entertainment System embodied Nintendo’s s resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.

Codename Revolution

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Author :
Publisher : MIT Press
ISBN 13 : 026201680X
Total Pages : 215 pages
Book Rating : 4.03/5 ( download)

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Book Synopsis Codename Revolution by : Steven E. Jones

Download or read book Codename Revolution written by Steven E. Jones and published by MIT Press. This book was released on 2012-02-24 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: Nintendo’s hugely popular and influential video game console system considered as technological device and social phenomenon. The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or “Wiimote”) play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii’s impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo’s distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii’s revolution in mimetic interface gaming—which eventually led to the release of Sony’s Move and Microsoft’s Kinect—to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.

Minitel

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Author :
Publisher : MIT Press
ISBN 13 : 0262036223
Total Pages : 238 pages
Book Rating : 4.21/5 ( download)

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Book Synopsis Minitel by : Julien Mailland

Download or read book Minitel written by Julien Mailland and published by MIT Press. This book was released on 2017-06-23 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first scholarly book in English on Minitel, the pioneering French computer network, offers a history of a technical system and a cultural phenomenon. A decade before the Internet became a medium for the masses in the United States, tens of millions of users in France had access to a network for e-mail, e-commerce, chat, research, game playing, blogging, and even an early form of online porn. In 1983, the French government rolled out Minitel, a computer network that achieved widespread adoption in just a few years as the government distributed free terminals to every French telephone subscriber. With this volume, Julien Mailland and Kevin Driscoll offer the first scholarly book in English on Minitel, examining it as both a technical system and a cultural phenomenon. Mailland and Driscoll argue that Minitel was a technical marvel, a commercial success, and an ambitious social experiment. Other early networks may have introduced protocols and software standards that continue to be used today, but Minitel foretold the social effects of widespread telecomputing. They examine the unique balance of forces that enabled the growth of Minitel: public and private, open and closed, centralized and decentralized. Mailland and Driscoll describe Minitel's key technological components, novel online services, and thriving virtual communities. Despite the seemingly tight grip of the state, however, a lively Minitel culture emerged, characterized by spontaneity, imagination, and creativity. After three decades of continuous service, Minitel was shut down in 2012, but the history of Minitel should continue to inform our thinking about Internet policy, today and into the future.

The Future Was Here

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Publisher : MIT Press
ISBN 13 : 0262535696
Total Pages : 342 pages
Book Rating : 4.94/5 ( download)

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Book Synopsis The Future Was Here by : Jimmy Maher

Download or read book The Future Was Here written by Jimmy Maher and published by MIT Press. This book was released on 2018-01-26 with total page 342 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.

Mainstreaming and Game Journalism

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Author :
Publisher : MIT Press
ISBN 13 : 0262546280
Total Pages : 219 pages
Book Rating : 4.87/5 ( download)

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Book Synopsis Mainstreaming and Game Journalism by : David B. Nieborg

Download or read book Mainstreaming and Game Journalism written by David B. Nieborg and published by MIT Press. This book was released on 2023-09-26 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why games are still niche and not mainstream, and how journalism can help them gain cultural credibility. Mainstreaming and Game Journalism addresses both the history and current practice of game journalism, along with the roles writers and industry play in conveying that the medium is a “mainstream” form of entertainment. Through interviews with reporters, David B. Nieborg and Maxwell Foxman retrace how the game industry and journalists started a subcultural spiral in the 1980s that continues to this day. Digital play became increasingly exclusionary by appealing to niche audiences, relying on hardcore fans and favoring the male gamer stereotype. At the same time, this culture pushed journalists to the margins, leaving them toiling to find freelance gigs and deeply ambivalent about their profession. Mainstreaming and Game Journalism also examines the bumpy process of what we think of as “mainstreaming.” The authors argue that it encompasses three overlapping factors. First, for games to become mainstream, they need to become more ubiquitous through broader media coverage. Second, an increase in ludic literacy, or how-to play games, determines whether that greater visibility translates into accessibility. Third, the mainstreaming of games must gain cultural legitimacy. The fact that games are more visible does little if only a few people take them seriously or deem them worthy of attention. Ultimately, Mainstreaming and Game Journalism provocatively questions whether games ever will—or even should—gain widespread cultural acceptance.

(Not) In the Game

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110732998
Total Pages : 266 pages
Book Rating : 4.93/5 ( download)

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Book Synopsis (Not) In the Game by : Regina Seiwald

Download or read book (Not) In the Game written by Regina Seiwald and published by Walter de Gruyter GmbH & Co KG. This book was released on 2023-08-21 with total page 266 pages. Available in PDF, EPUB and Kindle. Book excerpt: How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.

Electrified Voices

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Publisher : Studies of the Weatherhead East Asian Institute, Columbia University
ISBN 13 : 9780231187121
Total Pages : 304 pages
Book Rating : 4.22/5 ( download)

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Book Synopsis Electrified Voices by : Kerim Yasar

Download or read book Electrified Voices written by Kerim Yasar and published by Studies of the Weatherhead East Asian Institute, Columbia University. This book was released on 2018 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Kerim Yasar traces the origins of the modern soundscape, showing how the revolutionary nature of sound technology and the rise of a new auditory culture played an essential role in the formation of Japanese modernity. Electrified Voices is a far-reaching cultural history of the telegraph, telephone, phonograph, radio, and early sound film in Japan.

Noise

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Publisher : University of Chicago Press
ISBN 13 : 022642751X
Total Pages : 280 pages
Book Rating : 4.15/5 ( download)

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Book Synopsis Noise by : Alex Preda

Download or read book Noise written by Alex Preda and published by University of Chicago Press. This book was released on 2017-03-01 with total page 280 pages. Available in PDF, EPUB and Kindle. Book excerpt: We often think of finance as a glamorous world, a place where investment bankers amass huge profits in gleaming downtown skyscrapers. There’s another side to finance, though—the millions of amateurs who log on to their computers every day to make their own trades. The shocking truth, however, is that less than 2% of these amateur traders make a consistent profit. Why, then, do they do it? In Noise, Alex Preda explores the world of the people who trade even when by all measures they would be better off not trading. Based on firsthand observations, interviews with traders and brokers, and on international direct trading experience, Preda’s fascinating ethnography investigates how ordinary people take up financial trading, how they form communities of their own behind their computer screens, and how electronic finance encourages them to trade more and more frequently. Along the way, Preda finds the answer to the paradox of amateur trading—the traders aren’t so much seeking monetary rewards in the financial markets, rather the trading itself helps them to fulfill their own personal goals and aspirations.

Collection Thinking

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000625710
Total Pages : 402 pages
Book Rating : 4.14/5 ( download)

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Book Synopsis Collection Thinking by : Jason Camlot

Download or read book Collection Thinking written by Jason Camlot and published by Taylor & Francis. This book was released on 2022-09-07 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt: Collection Thinking is a volume of essays that thinks across and beyond critical frameworks from library, archival, and museum studies to understand the meaning of "collection" as an entity and as an act. It offers new models for understanding how collections have been imagined and defined, assembled, created, and used as cultural phenomena. Featuring over 70 illustrations and 21 original chapters that explore cases from a wide range of fields, including library and archival studies, literary studies, art history, media studies, sound studies, folklore studies, game studies, and education, Collection Thinking builds on the important scholarly works produced on the topic of the archive over the past two decades and contributes to ongoing debates on the historical status of memory institutions. The volume illustrates how the concept of "collection" bridges these institutional and structural categories, and generates discussions of cultural activities involving artifactual arrangement, preservation, curation, and circulation in both the private and the public spheres. Edited and introduced collaboratively by three senior scholars with expertise in the fields of literature, art history, archives, and museums, Collection Thinking is designed to stimulate interdisciplinary reflection and conversation. This book will be of interest to scholars and practitioners interested in how we organize materials for research across disciplines of the humanities and social sciences. With case studies that range from collecting Barbie dolls to medieval embroideries, and with contributions from practitioners on record collecting, the creation of sub-culture archives, and collection as artistic practice, this volume will appeal to anyone who has ever wondered about why and how collections are made.

Fifty Key Video Games

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000596168
Total Pages : 351 pages
Book Rating : 4.68/5 ( download)

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Book Synopsis Fifty Key Video Games by : Bernard Perron

Download or read book Fifty Key Video Games written by Bernard Perron and published by Taylor & Francis. This book was released on 2022-07-26 with total page 351 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.