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MdBmJHUP |
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181005s2015 miu o 00 0 eng d |
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|z 2020707365
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|a 9780472900107
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|z 9780472121144
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|z 9780472052691
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|z 9780472072699
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|a (OCoLC)1049859900
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|a MdBmJHUP
|c MdBmJHUP
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100 |
1 |
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|a Ruggill, Judd Ethan.
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245 |
1 |
0 |
|a Tempest :
|b Geometries of Play /
|c Judd Ethan Ruggill and Ken S. McAllister.
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264 |
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1 |
|a Ann Arbor :
|b University of Michigan Press,
|c 2015.
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264 |
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3 |
|a Baltimore, Md. :
|b Project MUSE,
|c 2018
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264 |
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4 |
|c ©2015.
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300 |
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|a 1 online resource (166 pages).
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336 |
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|a text
|b txt
|2 rdacontent
|
337 |
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|a computer
|b c
|2 rdamedia
|
338 |
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|a online resource
|b cr
|2 rdacarrier
|
490 |
0 |
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|a Landmark video games
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505 |
0 |
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|a Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest.
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506 |
0 |
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|a Open Access
|f Unrestricted online access
|2 star
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520 |
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|a "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description
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588 |
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|a Description based on print version record.
|
650 |
|
7 |
|a Design
|2 gnd
|
650 |
|
7 |
|a Ästhetik
|2 gnd
|
650 |
|
7 |
|a Videospiel
|2 gnd
|
650 |
|
7 |
|a Video games
|x Social aspects.
|2 fast
|0 (OCoLC)fst01166440
|
650 |
|
7 |
|a Video games
|x Design.
|2 fast
|0 (OCoLC)fst01166425
|
650 |
|
7 |
|a Tempest (Video game)
|2 fast
|0 (OCoLC)fst01923140
|
650 |
|
7 |
|a COMPUTERS
|x General.
|2 bisacsh
|
650 |
|
7 |
|a Information technology: general issues.
|2 bicssc
|
650 |
|
7 |
|a Digital video: professional.
|2 bicssc
|
650 |
|
6 |
|a Jeux video
|x Aspect social
|z États-Unis.
|
650 |
|
6 |
|a Jeux video
|x Conception
|x Histoire.
|
650 |
|
6 |
|a Tempest (Jeu)
|
650 |
|
0 |
|a Video games
|x Social aspects
|z United States.
|
650 |
|
0 |
|a Video games
|x Design
|x History.
|
650 |
|
0 |
|a Tempest (Video game)
|
651 |
|
7 |
|a United States.
|2 fast
|0 (OCoLC)fst01204155
|
655 |
|
7 |
|a History.
|2 lcgft
|
655 |
|
7 |
|a History.
|2 fast
|0 (OCoLC)fst01411628
|
655 |
|
7 |
|a Electronic books.
|2 local
|
700 |
1 |
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|a McAllister, Ken S.,
|d 1966-
|
710 |
2 |
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|a Project Muse.
|e distributor
|
830 |
|
0 |
|a Book collections on Project MUSE.
|
856 |
4 |
0 |
|z Texto completo
|u https://projectmuse.uam.elogim.com/book/42622/
|