Game after : a cultural study of video game afterlife /
Overview: 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 What happens to video games when they are out of date, broken, nonfunctional, or obsolete?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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Cambridge, Massachusetts :
MIT Press,
[2014]
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Foreword
- Acknowledgments
- Introduction: Persistent games:
- Ex-game
- Afterlife and the culture of materiality
- Where is history in game studies?
- Now boarding
- Museified:
- Object lessened?
- Artifact-activity
- Slips
- Iconic object
- 2006_0102_04
- Thinking Inside The (Archival) Box:
- Chronicled
- Era of collection
- Collection of no-things: Mr Higinbotham's oscilloscope of wonder
- After The Arcade:
- Unintentional monuments
- Curious cabinets
- Arcade projects:
- Behind the screen-or the totality of the thing
- eGameRevolution-or Space Invaders behind glass
- Videotopia: exhibit of the true history of video games-or itinerant antiques
- California extreme-the classic arcade game show-or another spin around the present
- American Classic Arcade Museum at Fun Spot-or welcome to the Musecade The International Arcade Museum-or online census project
- Remains of the game
- Thinking Outside The (Game Cartridge) Box:
- NRFB
- Container becomes content
- Cliff Spohn's evocative surfaces
- Landfill Legend:
- Classified
- Trashing E T
- E T as trash
- Memento Mori
- Postscript: Remains to be seen
- Game Saved:
- Restoration hardware
- Back to the fire buttons: vintage arcade superstore
- Supercade unbound: supercade collection
- Serving history: recreation of Tennis For Two
- Final walkthrough
- Appendix
- Notes
- Bibliography
- Index.