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Ctrl-Alt-Play
  • Language: en
  • Pages: 227

Ctrl-Alt-Play

  • Type: Book
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  • Published: 2013-02-07
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  • Publisher: McFarland

The word "control" has many implications for video games. On a basic level, without player control, there is no experience. Much of the video game industry focuses on questions of control and ways to improve play to make the gamer feel more connected to the virtual world. The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games--including Grand Theft Auto IV, Call of Duty: Black Ops, and Dragon Age: Origins--consider how each locates elements of control in their structures. As video games increasingly become a major force in the media landscape, this important contribution to the field of game studies provides a valuable framework for understanding their growing impact.

End-Game
  • Language: en
  • Pages: 331

End-Game

Video games are a global phenomenon, international in their scope and democratic in their appeal. This is the first volume dedicated to the subject of apocalyptic video games. Its two dozen papers engage the subject comprehensively, from game design to player experience, and from the perspectives of content, theme, sound, ludic textures, and social function. The volume offers scholars, students, and general readers a thorough overview of this unique expression of the apocalyptic imagination in popular culture, and novel insights into an important facet of contemporary digital society.

Too Much Fun
  • Language: en
  • Pages: 245

Too Much Fun

  • Type: Book
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  • Published: 2024-12-10
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  • Publisher: MIT Press

The surprising history of the Commodore 64, the best-selling home computer of the 1980s—the machine that taught the world that computing should be fun. The Commodore 64 (C64) is officially the best-selling desktop computer model of all time, according to The Guinness Book of World Records. It was also, from 1985 to 1993, the platform for which most video games were made. But while it sold at least twice as many units as other home computers of its time, like the Apple II, ZX Spectrum, or Commodore Amiga, it is strangely forgotten in many computer histories. In Too Much Fun, Jesper Juul argues that the C64 was so popular because it was so versatile, a machine developers and users would rein...

Seeing Red
  • Language: en
  • Pages: 185

Seeing Red

  • Type: Book
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  • Published: 2024-05-14
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  • Publisher: MIT Press

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...

Intellivision
  • Language: en
  • Pages: 429

Intellivision

  • Type: Book
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  • Published: 2024-11-05
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  • Publisher: MIT Press

The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari’s main rival during a key period when videogames were moving from the arcades into the home. In Intellivision, Tom Boellstorff and Braxton Soderman tell the fascinating inside story of this overlooked gaming system. Along the way, they also analyze Intellivision...

Who Are You?
  • Language: en
  • Pages: 282

Who Are You?

  • Type: Book
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  • Published: 2020-10-13
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  • Publisher: MIT Press

Celebrate Nintendo’s Game Boy Advance in this video game history that traces the handheld’s network of hardware and software afterlives! In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan “Who Are You?”—asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players’ nostalgic connections to earlier ones. Today, nearly 2 decades after its release, and despite the development of newer and more powerful systems, Nintendo’s Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, ...

Character and Person
  • Language: en
  • Pages: 353

Character and Person

  • Type: Book
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  • Published: 2014-04
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  • Publisher: Unknown

Character and Person explores the category of fictional character, one of the most widely used and least adequately theorized concepts in literary studies, cultural studies, and everyday usage. It sets fictional character in relation to the concept of person and tries to examine how each of these terms is constructed across different cultures.

Game Poems
  • Language: en
  • Pages: 220

Game Poems

  • Categories: Art

Scholars, critics, and creators describe certain videogames as being “poetic,” yet what that means or why it matters is rarely discussed. In Game Poems: Videogame Design as Lyric Practice, independent game designer Jordan Magnuson explores the convergences between game making and lyric poetry and makes the surprising proposition that videogames can operate as a kind of poetry apart from any reliance on linguistic signs or symbols. This rigorous and accessible short book first examines characteristics of lyric poetry and explores how certain videogames can be appreciated more fully when read in light of the lyric tradition—that is, when read as “game poems.” Magnuson then lays groun...

Alan Moore, Out from the Underground
  • Language: en
  • Pages: 308

Alan Moore, Out from the Underground

  • Type: Book
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  • Published: 2017-11-01
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  • Publisher: Springer

This book explores Alan Moore’s career as a cartoonist, as shaped by his transdisciplinary practice as a poet, illustrator, musician and playwright as well as his involvement in the Northampton Arts Lab and the hippie counterculture in which it took place. It traces Moore’s trajectory out from the underground comix scene of the 1970s and into a commercial music press rocked by the arrival of punk. In doing so it uncovers how performance has shaped Moore’s approach to comics and their political potential. Drawing on the work of Bertolt Brecht, who similarly fused political dissent with experimental popular art, this book considers what looking strangely at Alan Moore as cartoonist tells us about comics, their visual and material form, and the performance and politics of their reading and making.

Arcade Britannia
  • Language: en
  • Pages: 337

Arcade Britannia

  • Type: Book
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  • Published: 2022-10-25
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  • Publisher: MIT Press

The story of the British amusement arcade from the 1800s to the present. Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline. Arcade Britannia...