Minor Platforms in Videogame History

Minor Platforms in Videogame History

Author: Benjamin Nicoll

Publisher: Amsterdam University Press

Published: 2019-09-06

Total Pages: 213

ISBN-13: 9048540305

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Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In *Minor Platforms in Videogame History*, Benjamin Nicoll argues that 'minor' videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the 'cloning' of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.


Book Synopsis Minor Platforms in Videogame History by : Benjamin Nicoll

Download or read book Minor Platforms in Videogame History written by Benjamin Nicoll and published by Amsterdam University Press. This book was released on 2019-09-06 with total page 213 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In *Minor Platforms in Videogame History*, Benjamin Nicoll argues that 'minor' videogame histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll highlights moments of difference and discontinuity in videogame history. From the domestication of vector graphics in the early years of videogame consoles to the 'cloning' of Japanese computer games in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.


The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies

Author: Mark J.P. Wolf

Publisher: Taylor & Francis

Published: 2023-06-19

Total Pages: 832

ISBN-13: 1000886026

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A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.


Book Synopsis The Routledge Companion to Video Game Studies by : Mark J.P. Wolf

Download or read book The Routledge Companion to Video Game Studies written by Mark J.P. Wolf and published by Taylor & Francis. This book was released on 2023-06-19 with total page 832 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.


Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes]

Author: Mark J. P. Wolf

Publisher: Bloomsbury Publishing USA

Published: 2021-05-24

Total Pages: 1365

ISBN-13: 1440870209

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.


Book Synopsis Encyclopedia of Video Games [3 volumes] by : Mark J. P. Wolf

Download or read book Encyclopedia of Video Games [3 volumes] written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1365 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.


Enacting Platforms

Enacting Platforms

Author: James Malazita

Publisher: MIT Press

Published: 2024-07-02

Total Pages: 245

ISBN-13: 0262379066

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An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author’s depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine’s entanglement with the US military and American masculinity in America’s Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.


Book Synopsis Enacting Platforms by : James Malazita

Download or read book Enacting Platforms written by James Malazita and published by MIT Press. This book was released on 2024-07-02 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: An analysis of the game engine Unreal through feminist, race, and queer theories of technology and media, as well as a critique of the platform studies framework itself. In this first scholarly book on the Unreal game engine, James Malazita explores one of the major contemporary game development platforms through feminist, race, and queer theories of technology and media, revealing how Unreal produces, and is produced by, broader intersections of power. Enacting Platforms takes a novel critical platform studies approach, raising deeper questions: what are the material and cultural limits of platforms themselves? What is the relationship between the analyst and the platform of study, and how does that relationship in part determine what “counts” as the platform itself? Malazita also offers a forward-looking critique of the platform studies framework itself. The Unreal platform serves as a kind of technical and political archive of the games industry, highlighting how the techniques and concerns of games have shifted and accreted over the past 30 years. Today, Unreal is also used in contexts far beyond games, including in public communication, biomedical research, civil engineering, and military simulation and training. The author’s depth of technical analysis, combined with new archival findings, contributes to discussions of topics rarely covered in games studies (such as the politics of graphical rendering algorithms), as well as new readings of previously “closed” case studies (such as the engine’s entanglement with the US military and American masculinity in America’s Army). Culture, Malazita writes, is not “built into” software but emerges through human practices with code.


The Media and Communications in Australia

The Media and Communications in Australia

Author: Bridget Griffen-Foley

Publisher: Taylor & Francis

Published: 2023-11-17

Total Pages: 456

ISBN-13: 1000996883

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At a time when the traditional media have been reshaped by digital technologies and audiences have fragmented, people are using mediated forms of communication to manage all aspects of their daily lives as well as for news and entertainment. The Media and Communications in Australia offers a systematic introduction to this dynamic field. Fully updated and expanded, this fifth edition outlines the key media industries – from print, sound and television to film, gaming and public relations – and explains how communications technologies have changed the ways in which they now operate. It offers an overview of the key approaches to the field, including a consideration of Indigenous communication, and features a ‘hot topics’ section with contributions on issues including diversity, misinformation, algorithms, COVID-19, web series and national security. With chapters from Australia’s leading researchers and teachers in the field, The Media and Communications in Australia remains the most comprehensive and reliable introduction to media and communications from an Australian perspective. It is an ideal student text and a key resource for teachers, lecturers, media practitioners and anyone interested in understanding these influential industries.


Book Synopsis The Media and Communications in Australia by : Bridget Griffen-Foley

Download or read book The Media and Communications in Australia written by Bridget Griffen-Foley and published by Taylor & Francis. This book was released on 2023-11-17 with total page 456 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when the traditional media have been reshaped by digital technologies and audiences have fragmented, people are using mediated forms of communication to manage all aspects of their daily lives as well as for news and entertainment. The Media and Communications in Australia offers a systematic introduction to this dynamic field. Fully updated and expanded, this fifth edition outlines the key media industries – from print, sound and television to film, gaming and public relations – and explains how communications technologies have changed the ways in which they now operate. It offers an overview of the key approaches to the field, including a consideration of Indigenous communication, and features a ‘hot topics’ section with contributions on issues including diversity, misinformation, algorithms, COVID-19, web series and national security. With chapters from Australia’s leading researchers and teachers in the field, The Media and Communications in Australia remains the most comprehensive and reliable introduction to media and communications from an Australian perspective. It is an ideal student text and a key resource for teachers, lecturers, media practitioners and anyone interested in understanding these influential industries.


Abstractions and Embodiments

Abstractions and Embodiments

Author: Janet Abbate

Publisher: JHU Press

Published: 2022-08-30

Total Pages: 473

ISBN-13: 1421444372

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"This anthology of original historical essays examines how social relations are enacted in and through computing using the twin frameworks of abstraction and embodiment. The book highlights a wide range of understudied contexts and experiences, such as computing and disability, working mothers as technical innovators, race and community formation, and gaming behind the Iron Curtain"--


Book Synopsis Abstractions and Embodiments by : Janet Abbate

Download or read book Abstractions and Embodiments written by Janet Abbate and published by JHU Press. This book was released on 2022-08-30 with total page 473 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This anthology of original historical essays examines how social relations are enacted in and through computing using the twin frameworks of abstraction and embodiment. The book highlights a wide range of understudied contexts and experiences, such as computing and disability, working mothers as technical innovators, race and community formation, and gaming behind the Iron Curtain"--


The Unity Game Engine and the Circuits of Cultural Software

The Unity Game Engine and the Circuits of Cultural Software

Author: Benjamin Nicoll

Publisher: Springer Nature

Published: 2019-08-22

Total Pages: 123

ISBN-13: 3030250121

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Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.


Book Synopsis The Unity Game Engine and the Circuits of Cultural Software by : Benjamin Nicoll

Download or read book The Unity Game Engine and the Circuits of Cultural Software written by Benjamin Nicoll and published by Springer Nature. This book was released on 2019-08-22 with total page 123 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.


Seeing Red

Seeing Red

Author: Jose P. Zagal

Publisher: MIT Press

Published: 2024-05-14

Total Pages: 185

ISBN-13: 0262045060

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The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy. With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming. Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform's library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience's perception of those capabilities. Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.


Book Synopsis Seeing Red by : Jose P. Zagal

Download or read book Seeing Red written by Jose P. Zagal and published by MIT Press. This book was released on 2024-05-14 with total page 185 pages. Available in PDF, EPUB and Kindle. Book excerpt: The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy. With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming. Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform's library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience's perception of those capabilities. Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.


Handbook of Digital Public History

Handbook of Digital Public History

Author: Serge Noiret

Publisher: Walter de Gruyter GmbH & Co KG

Published: 2022-04-04

Total Pages: 562

ISBN-13: 3110430290

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This handbook provides a systematic overview of the present state of international research in digital public history. Individual studies by internationally renowned public historians, digital humanists, and digital historians elucidate central issues in the field and present a critical account of the major public history accomplishments, research activities, and practices with the public and of their digital context. The handbook applies an international and comparative approach, looks at the historical development of the field, focuses on technical background and the use of specific digital media and tools. Furthermore, the handbook analyzes connections with local communities and different publics worldwide when engaging in digital activities with the past, indicating directions for future research, and teaching activities.


Book Synopsis Handbook of Digital Public History by : Serge Noiret

Download or read book Handbook of Digital Public History written by Serge Noiret and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-04-04 with total page 562 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook provides a systematic overview of the present state of international research in digital public history. Individual studies by internationally renowned public historians, digital humanists, and digital historians elucidate central issues in the field and present a critical account of the major public history accomplishments, research activities, and practices with the public and of their digital context. The handbook applies an international and comparative approach, looks at the historical development of the field, focuses on technical background and the use of specific digital media and tools. Furthermore, the handbook analyzes connections with local communities and different publics worldwide when engaging in digital activities with the past, indicating directions for future research, and teaching activities.


The Videogame Industry Does Not Exist

The Videogame Industry Does Not Exist

Author: Brendan Keogh

Publisher: MIT Press

Published: 2023-04-18

Total Pages: 267

ISBN-13: 0262545403

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The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production. A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.


Book Synopsis The Videogame Industry Does Not Exist by : Brendan Keogh

Download or read book The Videogame Industry Does Not Exist written by Brendan Keogh and published by MIT Press. This book was released on 2023-04-18 with total page 267 pages. Available in PDF, EPUB and Kindle. Book excerpt: The precarious reality of videogame production beyond the corporate blockbuster studios of North America. The videogame industry, we're invariably told, is a multibillion-dollar, high-tech business conducted by large corporations in certain North American, European, and East Asian cities. But most videogames today, in fact, are made by small clusters of people working on shoestring budgets, relying on existing, freely available software platforms, and hoping, often in vain, to rise to stardom—in short, people working like artists. Aiming squarely at this disconnect between perception and reality, The Videogame Industry Does Not Exist presents a much more accurate and nuanced picture of how the vast majority of videogame-makers work—a picture that reveals the diverse and precarious communities, identities, and approaches that make videogame production a significant cultural practice. Drawing on insights provided by over 400 game developers across Australia, North America, Europe, and Southeast Asia, Brendan Keogh develops a new framework for understanding videogame production as a cultural field in all its complexity. Part-time hobbyists, aspirational students, client-facing contractors, struggling independents, artist collectives, and tightly knit local scenes—all have a place within this model. But proponents of non-commercial game making don't exist in isolation; Keogh shows how they and their commercial counterparts are deeply interconnected and codependent in the field of videogame production. A cultural intervention, The Videogame Industry Does Not Exist challenges core assumptions about videogame production—ideas about creativity, professionalism, labor, diversity, education, globalization, and community. Its in-depth, complex portrayal suggests new ways of seeing, and engaging in, the videogame industry that really does exist.