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Minor Platforms in Videogame History /

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 su...

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Detalles Bibliográficos
Autor principal: Nicoll, Benjamin (Lecturer in digital media) (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Amsterdam : Amsterdam University Press, [2019]
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Nicoll, Benjamin  |c (Lecturer in digital media),  |e author. 
245 1 0 |a Minor Platforms in Videogame History /   |c Benjamin Nicoll. 
264 1 |a Amsterdam :  |b Amsterdam University Press,  |c [2019] 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2021 
264 4 |c ©[2019] 
300 |a 1 online resource (224 pages):   |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
490 0 |a Games and play 
500 |a Figure 10. 'Video games aren't kidstuff anymore!'. From SN K's Bigger-Badder-Better advertisementsupplement (date unknown). Retrieved from: (accessed 9 April 2018). By permission of Mike Melanson (scanner). 
500 |a Figure 8. The Zemina team in January of 1988. From Computer Study (January 1988: n.p.). Bypermission of Sam Derboo (photographer). Figure 9. Flyer depicting the Neo Geo AES home console (top right) and the Neo Geo MVS arcademachine variations (bottom) along with their interchangeable cartridge boards. Retrieved from: (accessed13 April 2018). By permission of Greg McLemore. 
500 |a Figure 2. Memory pattern of illuminated bit locations displayed on a Williams Tube CRT . From theNational Institute of Standards and Technology Research Library (original photo taken in October1951). Retrieved from: (accessed20 April 2018). Figure 3. Advertisement for the Vectrex light pen. Retrieved from: (accessed 14 April 2018). Bypermission of Matthew Henzel (scanner). 
500 |a Table 1: Korean-developed Zemmix software registered between the applicationof the Computer Programs Protection Act in July 1987 and November1989, in chronological order of copyright registration. Figure 1. Athanasius Kircher's magic lantern illustration. From Georgibus de Epibus, Romani CollegiSocietatis Jesu Celeberrimum (Amsterdam 1678: 39). Retrieved from: (accessed9 April 2018). 
505 0 |a Cover; Table of Contents; Acknowledgements; Introduction: Failed, forgotten, or overlooked? Methods for historicizing minor platforms; 1. Ways of seeing videogame history: The Vectrex as a transitional platform; 2. Articulations of videogame piracy: The Zemmix as a decolonial platform; 3. Domesticating the arcade: The Neo Geo as an imaginary platform; 4. A dialectic of obsolescence? The Sega Saturn as a residual platform; 5. How history arrives': Twine as a minor platform; Conclusion: 'Something new in the old'; Index; List of Tables and Figures 
505 0 |a Figure 4. Advertisement for a Zemmix Vconsole. From Computer Study (January1988: n.p.). By permission of Sam Derboo(photographer). Figure 5. Advertisement for Computer Kindergarten-which consists of four MSX cartridges ofedutainment software-being played on a ZemmixSuper V. From MyCom (March, 1990: n.p.). Bypermission of Sam Derboo (photographer).; Figure 7. A caricature of a Japanese samurai imposing a copyright infringement notice on a SouthKorean peasant. From MyCom (January 1991: 71). By permission of Sam Derboo (photographer). 
520 |a 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' game histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll seeks out moments of difference and discontinuity in game history. From the domestication of vector graphics in the early years of videogame consoles to the proliferation of videogame piracy in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories. 
588 |a Description based on print version record. 
650 7 |a Video games.  |2 fast  |0 (OCoLC)fst01166421 
650 7 |a Computer games.  |2 fast  |0 (OCoLC)fst00872108 
650 7 |a GAMES  |x Video & Electronic.  |2 bisacsh 
650 6 |a Jeux video  |x Histoire. 
650 0 |a Computer games. 
650 0 |a Video games  |x History. 
655 7 |a History.  |2 fast  |0 (OCoLC)fst01411628 
655 7 |a Electronic books.   |2 local 
710 2 |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/67991/ 
945 |a Project MUSE - Custom Collection 
945 |a Project MUSE - 2019 Complete Supplement 
945 |a Project MUSE - 2019 Film, Theater and Performing Arts Supplement