000 | 03696nam a2200553 i 4500 | ||
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001 | 6267193 | ||
003 | IEEE | ||
005 | 20220712204554.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 151223s2009 maua ob 001 eng d | ||
010 | _z 2008029410 (print) | ||
020 |
_z9780262012577 _qprint |
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020 |
_a9780262254939 _qebook |
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020 |
_z026225493X _qelelelectronic |
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035 | _a(CaBNVSL)mat06267193 | ||
035 | _a(IDAMS)0b000064818b414f | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
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043 | _an-us--- | ||
050 | 4 |
_aTK6681 _b.M65 2009eb |
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100 | 1 |
_aMontfort, Nick, _eauthor. _921411 |
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245 | 1 | 0 |
_aRacing the beam : _bthe Atari video computer system / _cNick Montfort and Ian Bogost. |
264 | 1 |
_aCambridge, Massachusetts : _bMIT Press, _cc2009. |
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264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2009] |
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300 |
_a1 PDF (xii, 180 pages) : _billustrations. |
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336 |
_atext _2rdacontent |
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337 |
_aelectronic _2isbdmedia |
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338 |
_aonline resource _2rdacarrier |
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490 | 1 | _aPlatform studies | |
504 | _aIncludes bibliographical references (p. [159]-167) and index. | ||
506 | 1 | _aRestricted to subscribers or individual electronic text purchasers. | |
520 | _aThe Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games. | ||
530 | _aAlso available in print. | ||
538 | _aMode of access: World Wide Web | ||
550 | _aMade available online by EBSCO. | ||
588 | _aDescription based on PDF viewed 12/23/2015. | ||
650 | 0 |
_aVideo games _zUnited States _xHistory. _921412 |
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650 | 0 |
_aAtari 2600 (Video game console) _921413 |
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650 | 0 |
_aVideo games _xEquipment and supplies. _921414 |
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650 | 0 |
_aComputer games _xProgramming. _96563 |
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655 | 0 |
_aElectronic books. _93294 |
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700 | 1 |
_aBogost, Ian. _921415 |
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710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _921416 |
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710 | 2 |
_aMIT Press, _epublisher. _921417 |
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776 | 0 | 8 |
_iPrint version _z9780262012577 |
830 | 0 |
_aPlatform studies. _921418 |
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856 | 4 | 2 |
_3Abstract with links to resource _uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6267193 |
942 | _cEBK | ||
999 |
_c72851 _d72851 |