Minor Platforms in Videogame History / / Benjamin Nicoll.

Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial su...

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Superior document:Title is part of eBook package: De Gruyter Amsterdam University Press Complete eBook-Package 2019
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Place / Publishing House:Amsterdam : : Amsterdam University Press, , [2019]
©2019
Year of Publication:2019
Language:English
Series:Games and Play ; 2
Online Access:
Physical Description:1 online resource (212 p.)
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Other title:Frontmatter --
Table of Contents --
List of Tables and Figures --
Acknowledgements --
Introduction : Failed, forgotten, or overlooked? Methods for historicizing minor platforms --
1. Ways of seeing videogame history: The Vectrex as a transitional platform --
2. Articulations of videogame piracy: The Zemmix as a decolonial platform --
3. Domesticating the arcade: The Neo Geo as an imaginary platform --
4. A dialectic of obsolescence? The Sega Saturn as a residual platform --
5. 'How history arrives': Twine as a minor platform --
Conclusion: 'Something new in the old' --
Index
Summary:Videogame history is not just a history of one successful technology replacing the next. It is also a history of platforms and communities that never quite made it; that struggled to make their voices heard; that aggravated against the conventions of the day; and that never enjoyed the commercial success or recognition of their major counterparts. In Minor Platforms in Videogame History, Benjamin Nicoll argues that 'minor' game histories are anything but insignificant. Through an analysis of transitional, decolonial, imaginary, residual, and minor videogame platforms, Nicoll seeks out moments of difference and discontinuity in game history. From the domestication of vector graphics in the early years of videogame consoles to the proliferation of videogame piracy in South Korea in the 1980s, this book explores case studies that challenge taken-for-granted approaches to videogames, platforms, and their histories.
Format:Mode of access: Internet via World Wide Web.
ISBN:9789048540303
9783110661521
9783110610765
9783110664232
9783110610154
9783110606096
DOI:10.1515/9789048540303?locatt=mode:legacy
Access:restricted access
Hierarchical level:Monograph
Statement of Responsibility: Benjamin Nicoll.