Debugging Game History: A Critical Lexicon (Game Histories)

Read [The MIT Press Book] # Debugging Game History: A Critical Lexicon (Game Histories) Online # PDF eBook or Kindle ePUB free. Debugging Game History: A Critical Lexicon (Game Histories) Atari VCS fan said And yet, for all the scholars and practitioners involved. And yet, for all the scholars and practitioners involved, they still incorrectly claim VCS Adventure was released in 1978 when it was 1980.]

Debugging Game History: A Critical Lexicon (Game Histories)

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Rating : 4.41 (740 Votes)
Asin : 0262034190
Format Type : paperback
Number of Pages : 464 Pages
Publish Date : 2017-12-30
Language : English

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Atari VCS fan said And yet, for all the scholars and practitioners involved. And yet, for all the scholars and practitioners involved, they still incorrectly claim VCS Adventure was released in 1978 when it was 1980.

Henry Lowood is Curator for History of Science and Technology and for Film and Media collections at Stanford University and the coeditor of The Machinima Reader (MIT Press).Raiford Guins is Professor of Culture and Technology at Stony Brook University and the author of Game After: A Cultural Study of Video Game Afterlife (MIT Press).

Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. P. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. ContributorsMarcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Kirschenbaum, Carly A. Not all essays are history or historical etymology -- there is an analysis of game design, and a discussion of intellectual property -- but they nonetheless raise questions for historians to consider. Wolf. This volume attempts to "debug" the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon -- from "Amusement Arcade" to "Embodiment" and "Game Art" to "Simulation" and "World Building." Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, an

Yost, Associate Director, Charles Babbage Institute, University of Minnesota)Lowood and Guins have marshaled an impressive group of emerging and preeminent scholars from a multitude of disciplines to examine games as art, artifacts, culture, intellectual property, play, technologies, and toys (among other things). A foundational work, Debugging Game History presses start on the critical historical study of games. The book's many intriguing essays collectively provide a critical reset that is sure to establish a deeply meaningful new iteration -- and wider play -- for the young field of game studies. Lowood and Guins have crafted an impressive foundational volume, bringing together a highly talented and diverse group of authors. (Jeremy K. Saucier, Assistant Director, International Center for the History of Electronic Games at The Strong) . (Jeffrey R

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