Codename Revolution

Codename Revolution
Author :
Publisher : MIT Press
Total Pages : 215
Release :
ISBN-10 : 9780262300537
ISBN-13 : 0262300532
Rating : 4/5 (37 Downloads)

Synopsis Codename Revolution by : Steven E. Jones

Get an inside look at the technological, social, and cultural impact of the hugely popular Nintendo Wii! The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or 40-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or “Wiimote”) play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book examines the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: • The console itself, designed to be low-powered and nimble • The iconic Wii Remote • Wii Fit Plus, and its controller, the Wii Balance Board • The Wii Channels interface and Nintendo’s distribution system • The Wii as a social platform with multiplayer options and social interaction Finally, the authors connect the Wii’s revolution in mimetic interface gaming—which eventually led to the release of Sony’s Move and Microsoft’s Kinect—to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.

Codename Revolution

Codename Revolution
Author :
Publisher : MIT Press
Total Pages : 215
Release :
ISBN-10 : 9780262016803
ISBN-13 : 026201680X
Rating : 4/5 (03 Downloads)

Synopsis Codename Revolution by : Steven E. Jones

Nintendo’s hugely popular and influential video game console system considered as technological device and social phenomenon. The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or “Wiimote”) play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii’s impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo’s distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii’s revolution in mimetic interface gaming—which eventually led to the release of Sony’s Move and Microsoft’s Kinect—to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.

Codename Revolution

Codename Revolution
Author :
Publisher :
Total Pages : 215
Release :
ISBN-10 : OCLC:794545771
ISBN-13 :
Rating : 4/5 (71 Downloads)

Synopsis Codename Revolution by : George K. Thiruvathukal

Nintendo's hugely popular and influential video game console system considered as technological device and social phenomenon.

Who Are You?

Who Are You?
Author :
Publisher : MIT Press
Total Pages : 282
Release :
ISBN-10 : 9780262360463
ISBN-13 : 0262360462
Rating : 4/5 (63 Downloads)

Synopsis Who Are You? by : Alex Custodio

The Game Boy Advance platform as computational system and cultural artifact, from its 2001 release through hacks, mods, emulations, homebrew afterlives. In 2002, Nintendo of America launched an international marketing campaign for the Game Boy Advance that revolved around the slogan "Who Are You?"--asking potential buyers which Nintendo character, game, or even device they identified with and attempting to sell a new product by exploiting players' nostalgic connections to earlier ones. Today, nearly two decades after its release, and despite the development of newer and more powerful systems, Nintendo's Game Boy Advance lives on, through a community that continues to hack, modify, emulate, make, break, remake, redesign, trade, use, love, and play with the platform. In this book Alex Custodio traces the network of hardware and software afterlives of the Game Boy Advance platform.

Codename Greenkil

Codename Greenkil
Author :
Publisher : University of Georgia Press
Total Pages : 356
Release :
ISBN-10 : 9780820331485
ISBN-13 : 0820331481
Rating : 4/5 (85 Downloads)

Synopsis Codename Greenkil by : Elizabeth Wheaton

On November 3, 1979, in a Greensboro, North Carolina, housing project, gunfire erupted when a group of Klansmen and Nazis responded to public challenges to "face the wrath of the people" at a Communist-sponsored anti-Klan demonstration. Eighty-eight terror-filled seconds later, four demonstrators were dead, one was dying, and nine others were wounded. All of the dead were members of the Communist Workers Party (CWP). In Codename Greenkil, Elizabeth Wheaton goes behind the scenes of the shootings to reveal the sixteen-year history of people and events that set the stage for the tragedy and its aftermath. In her new afterword, Wheaton looks at the legacy of the shootings, focusing in particular on the survivor-initiated Greensboro Truth and Reconciliation Commission, whose members were empaneled in June 2004 and issued their final report in May 2006.

Location-Based Gaming

Location-Based Gaming
Author :
Publisher : Springer
Total Pages : 272
Release :
ISBN-10 : 9789811306839
ISBN-13 : 9811306834
Rating : 4/5 (39 Downloads)

Synopsis Location-Based Gaming by : Dale Leorke

Location-based games emerged in the early 2000s following the commercialisation of GPS and artistic experimentation with ‘locative media’ technologies. Location-based games are played in everyday public spaces using GPS and networked, mobile technologies to track their players’ location. This book traces the evolution of location-based gaming, from its emergence as a marginal practice to its recent popularisation through smartphone apps like Pokémon Go and its incorporation into ‘smart city’ strategies. Drawing on this history and an analysis of the scholarly and mainstream literature on location-based games, Leorke unpacks the key claims made about them. These claims position location-based games as alternately enriching or diminishing their players’ engagement with the people and places they encounter through the game. Through rich case studies and interviews with location-based game designers and players, Leorke tests out and challenges these celebratory and pessimistic discourses. He argues for a more grounded approach to researching location-based games and their impact on public space that reflects the ideologies, lived experiences, and institutional imperatives that circulate around their design and performance. By situating location-based games within broader debates about the role of play and digitisation in public life, Location-Based Gaming offers an original and timely account of location-based gaming and its growing prominence.

Debates in the Digital Humanities 2016

Debates in the Digital Humanities 2016
Author :
Publisher : U of Minnesota Press
Total Pages : 812
Release :
ISBN-10 : 9781452951492
ISBN-13 : 1452951497
Rating : 4/5 (92 Downloads)

Synopsis Debates in the Digital Humanities 2016 by : Matthew K. Gold

Pairing full-length scholarly essays with shorter pieces drawn from scholarly blogs and conference presentations, as well as commissioned interviews and position statements, Debates in the Digital Humanities 2016 reveals a dynamic view of a field in negotiation with its identity, methods, and reach. Pieces in the book explore how DH can and must change in response to social justice movements and events like #Ferguson; how DH alters and is altered by community college classrooms; and how scholars applying DH approaches to feminist studies, queer studies, and black studies might reframe the commitments of DH analysts. Numerous contributors examine the movement of interdisciplinary DH work into areas such as history, art history, and archaeology, and a special forum on large-scale text mining brings together position statements on a fast-growing area of DH research. In the multivalent aspects of its arguments, progressing across a range of platforms and environments, Debates in the Digital Humanities 2016 offers a vision of DH as an expanded field—new possibilities, differently structured. Published simultaneously in print, e-book, and interactive webtext formats, each DH annual will be a book-length publication highlighting the particular debates that have shaped the discipline in a given year. By identifying key issues as they unfold, and by providing a hybrid model of open-access publication, these volumes and the Debates in the Digital Humanities series will articulate the present contours of the field and help forge its future. Contributors: Moya Bailey, Northeastern U; Fiona Barnett; Matthew Battles, Harvard U; Jeffrey M. Binder; Zach Blas, U of London; Cameron Blevins, Rutgers U; Sheila A. Brennan, George Mason U; Timothy Burke, Swarthmore College; Rachel Sagner Buurma, Swarthmore College; Micha Cárdenas, U of Washington–Bothell; Wendy Hui Kyong Chun, Brown U; Tanya E. Clement, U of Texas–Austin; Anne Cong-Huyen, Whittier College; Ryan Cordell, Northeastern U; Tressie McMillan Cottom, Virginia Commonwealth U; Amy E. Earhart, Texas A&M U; Domenico Fiormonte, U of Roma Tre; Paul Fyfe, North Carolina State U; Jacob Gaboury, Stony Brook U; Kim Gallon, Purdue U; Alex Gil, Columbia U; Brian Greenspan, Carleton U; Richard Grusin, U of Wisconsin, Milwaukee; Michael Hancher, U of Minnesota; Molly O’Hagan Hardy; David L. Hoover, New York U; Wendy F. Hsu; Patrick Jagoda, U of Chicago; Jessica Marie Johnson, Michigan State U; Steven E. Jones, Loyola U; Margaret Linley, Simon Fraser U; Alan Liu, U of California, Santa Barbara; Elizabeth Losh, U of California, San Diego; Alexis Lothian, U of Maryland; Michael Maizels, Wellesley College; Mark C. Marino, U of Southern California; Anne B. McGrail, Lane Community College; Bethany Nowviskie, U of Virginia; Julianne Nyhan, U College London; Amanda Phillips, U of California, Davis; Miriam Posner, U of California, Los Angeles; Rita Raley, U of California, Santa Barbara; Stephen Ramsay, U of Nebraska–Lincoln; Margaret Rhee, U of Oregon; Lisa Marie Rhody, Graduate Center, CUNY; Roopika Risam, Salem State U; Stephen Robertson, George Mason U; Mark Sample, Davidson College; Jentery Sayers, U of Victoria; Benjamin M. Schmidt, Northeastern U; Scott Selisker, U of Arizona; Jonathan Senchyne, U of Wisconsin, Madison; Andrew Stauffer, U of Virginia; Joanna Swafford, SUNY New Paltz; Toniesha L. Taylor, Prairie View A&M U; Dennis Tenen; Melissa Terras, U College London; Anna Tione; Ted Underwood, U of Illinois, Urbana–Champaign; Ethan Watrall, Michigan State U; Jacqueline Wernimont, Arizona State U; Laura Wexler, Yale U; Hong-An Wu, U of Illinois, Urbana–Champaign.

Fifty Key Video Games

Fifty Key Video Games
Author :
Publisher : Taylor & Francis
Total Pages : 351
Release :
ISBN-10 : 9781000596168
ISBN-13 : 1000596168
Rating : 4/5 (68 Downloads)

Synopsis Fifty Key Video Games by : Bernard Perron

This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.

The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies
Author :
Publisher : Taylor & Francis
Total Pages : 832
Release :
ISBN-10 : 9781000886023
ISBN-13 : 1000886026
Rating : 4/5 (23 Downloads)

Synopsis The Routledge Companion to Video Game Studies by : Mark J.P. Wolf

A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

A New History of Modern Computing

A New History of Modern Computing
Author :
Publisher : MIT Press
Total Pages : 545
Release :
ISBN-10 : 9780262542906
ISBN-13 : 0262542900
Rating : 4/5 (06 Downloads)

Synopsis A New History of Modern Computing by : Thomas Haigh

How the computer became universal. Over the past fifty years, the computer has been transformed from a hulking scientific supertool and data processing workhorse, remote from the experiences of ordinary people, to a diverse family of devices that billions rely on to play games, shop, stream music and movies, communicate, and count their steps. In A New History of Modern Computing, Thomas Haigh and Paul Ceruzzi trace these changes. A comprehensive reimagining of Ceruzzi's A History of Modern Computing, this new volume uses each chapter to recount one such transformation, describing how a particular community of users and producers remade the computer into something new. Haigh and Ceruzzi ground their accounts of these computing revolutions in the longer and deeper history of computing technology. They begin with the story of the 1945 ENIAC computer, which introduced the vocabulary of "programs" and "programming," and proceed through email, pocket calculators, personal computers, the World Wide Web, videogames, smart phones, and our current world of computers everywhere--in phones, cars, appliances, watches, and more. Finally, they consider the Tesla Model S as an object that simultaneously embodies many strands of computing.