Homebrew Gaming and the Beginnings of Vernacular Digitality

Homebrew Gaming and the Beginnings of Vernacular Digitality
Author :
Publisher : MIT Press
Total Pages : 273
Release :
ISBN-10 : 9780262365604
ISBN-13 : 026236560X
Rating : 4/5 (04 Downloads)

Book Synopsis Homebrew Gaming and the Beginnings of Vernacular Digitality by : Melanie Swalwell

Download or read book Homebrew Gaming and the Beginnings of Vernacular Digitality written by Melanie Swalwell and published by MIT Press. This book was released on 2021-08-17 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users. From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology. Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators' ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.

Game History and the Local

Game History and the Local
Author :
Publisher : Springer Nature
Total Pages : 246
Release :
ISBN-10 : 9783030664220
ISBN-13 : 3030664228
Rating : 4/5 (20 Downloads)

Book Synopsis Game History and the Local by : Melanie Swalwell

Download or read book Game History and the Local written by Melanie Swalwell and published by Springer Nature. This book was released on 2021-05-24 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Gaming the Iron Curtain

Gaming the Iron Curtain
Author :
Publisher : MIT Press
Total Pages : 401
Release :
ISBN-10 : 9780262549288
ISBN-13 : 026254928X
Rating : 4/5 (88 Downloads)

Book Synopsis Gaming the Iron Curtain by : Jaroslav Svelch

Download or read book Gaming the Iron Curtain written by Jaroslav Svelch and published by MIT Press. This book was released on 2023-09-19 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: How amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Aside from the exceptional history of Tetris, very little is known about gaming culture behind the Iron Curtain. But despite the scarcity of home computers and the absence of hardware and software markets, Czechoslovakia hosted a remarkably active DIY microcomputer scene in the 1980s, producing more than two hundred games that were by turns creative, inventive, and politically subversive. In Gaming the Iron Curtain, Jaroslav Švelch offers the first social history of gaming and game design in 1980s Czechoslovakia, and the first book-length treatment of computer gaming in any country of the Soviet bloc. Švelch describes how amateur programmers in 1980s Czechoslovakia discovered games as a medium, using them not only for entertainment but also as a means of self-expression. Sheltered in state-supported computer clubs, local programmers fashioned games into a medium of expression that, unlike television or the press, was neither regulated nor censored. In the final years of Communist rule, Czechoslovak programmers were among the first in the world to make activist games about current political events, anticipating trends observed decades later in independent or experimental titles. Drawing from extensive interviews as well as political, economic, and social history, Gaming the Iron Curtain tells a compelling tale of gaming the system, introducing us to individuals who used their ingenuity to be active, be creative, and be heard.

Replayed

Replayed
Author :
Publisher : JHU Press
Total Pages : 377
Release :
ISBN-10 : 9781421445953
ISBN-13 : 1421445956
Rating : 4/5 (53 Downloads)

Book Synopsis Replayed by : Henry Lowood

Download or read book Replayed written by Henry Lowood and published by JHU Press. This book was released on 2023-06-06 with total page 377 pages. Available in PDF, EPUB and Kindle. Book excerpt: A leading voice in technology studies shares a collection of essential essays on the preservation of software and history of games. Since the early 2000s, Henry Lowood has led or had a key role in numerous initiatives devoted to the preservation and documentation of virtual worlds, digital games, and interactive simulations, establishing himself as a major scholar in the field of game studies. His voluminous writings have tackled subject matter spanning the history of game design and development, military simulation, table-top games, machinima, e-sports, wargaming, and historical software archives and collection development. Replayed consolidates Lowood's far-flung and significant publications on these subjects into a single volume.

The Game That Never Ends

The Game That Never Ends
Author :
Publisher : MIT Press
Total Pages : 351
Release :
ISBN-10 : 9780262549394
ISBN-13 : 0262549395
Rating : 4/5 (94 Downloads)

Book Synopsis The Game That Never Ends by : Julien Mailland

Download or read book The Game That Never Ends written by Julien Mailland and published by MIT Press. This book was released on 2024-08-27 with total page 351 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide to the fascinating legal history of the videogame industry, written for nonlawyers. Why did a judge recall FIFA 15, a nonviolent soccer game, from French shelves in 2014? Why was Vodka Drunkenski, a character in Nintendo-Japan’s Punch-Out!, renamed Soda Popinski in the US and then in Western Europe, where the pun made no sense? Why was a Dutch-American company barred by US courts from distributing a clone of Pac-Man? Julien Mailland answers all these questions and more in The Game That Never Ends, an inside look at the legal history that undergirds our favorite videogames. Drawing on a series of case studies as vignettes of the human comedy, Mailland sheds light on why and how the role of lawyers is key for understanding the videogame industry. Each chapter in The Game That Never Ends is a mini-puzzle that pieces together how an important legal issue arose, was resolved, and impacted the industry and the experience of gamers in real time. These chapters are interspersed with shorter chapters called “The Lawyer’s Corner,” opportunities to dive deeper into individual cases. Lightly footnoted, these interludes connect the previous chapters together by providing a conceptual meta-analysis. Offering a comprehensive overview of the global legal history of videogames, The Game That Never Ends will leave readers with a nuanced, in-depth, and more global understanding of the videogame industry.

Game Wizards

Game Wizards
Author :
Publisher : MIT Press
Total Pages : 401
Release :
ISBN-10 : 9780262366731
ISBN-13 : 0262366738
Rating : 4/5 (31 Downloads)

Book Synopsis Game Wizards by : Jon Peterson

Download or read book Game Wizards written by Jon Peterson and published by MIT Press. This book was released on 2021-10-12 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.

Playing at the World, 2E, Volume 1

Playing at the World, 2E, Volume 1
Author :
Publisher : MIT Press
Total Pages : 393
Release :
ISBN-10 : 9780262548779
ISBN-13 : 0262548771
Rating : 4/5 (79 Downloads)

Book Synopsis Playing at the World, 2E, Volume 1 by : Jon Peterson

Download or read book Playing at the World, 2E, Volume 1 written by Jon Peterson and published by MIT Press. This book was released on 2024-07-30 with total page 393 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first volume of two in a new, updated edition of the 2012 book Playing at the World, which charts the vast and complex history of role-playing games. This new edition of Playing at the World is the first of two volumes that update the 720-page original tome of the same name from 2012. This first volume is The Invention of Dungeons & Dragons, which explores the publication of that iconic game. (The second volume is The Three Pillars of Role-Playing Games, a deeper dive into the history of the setting, system, and character of D & D.) In this first volume, Jon Peterson distills the story of how the wargaming clubs and fanzines circulating around the upper Midwest in the 1970s culminated in Gary Gygax and Dave Arneson’s seminal role-playing game, D & D. It augments the research of the original editions with new insights into the crucial period in 1972–3 when D & D began to take shape. Drawing from primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World explores the origins of wargames and roleplaying through the history of conflict simulations and the eccentric characters who drove the creation of a signature cultural innovation in the late twentieth century. Filled with unparalleled archival research (from obscure fanzines to letters, drafts, and other ephemera), this new edition of Playing at the World is the ultimate geek’s guide to the original RPG. As such, it is an indispensable resource for academics and game fans exploring the origins of the hobby.