000 03696nam a2200553 i 4500
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
020 _a9780262254939
_qebook
020 _z026225493X
_qelelelectronic
035 _a(CaBNVSL)mat06267193
035 _a(IDAMS)0b000064818b414f
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
043 _an-us---
050 4 _aTK6681
_b.M65 2009eb
100 1 _aMontfort, Nick,
_eauthor.
_921411
245 1 0 _aRacing the beam :
_bthe Atari video computer system /
_cNick Montfort and Ian Bogost.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_cc2009.
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2009]
300 _a1 PDF (xii, 180 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
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
650 0 _aAtari 2600 (Video game console)
_921413
650 0 _aVideo games
_xEquipment and supplies.
_921414
650 0 _aComputer games
_xProgramming.
_96563
655 0 _aElectronic books.
_93294
700 1 _aBogost, Ian.
_921415
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_921416
710 2 _aMIT Press,
_epublisher.
_921417
776 0 8 _iPrint version
_z9780262012577
830 0 _aPlatform studies.
_921418
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6267193
942 _cEBK
999 _c72851
_d72851