Super Power Spoony Bards And Silverware

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Super Power, Spoony Bards, and Silverware

Author : Dominic Arsenault
Publisher : MIT Press
Page : 238 pages
File Size : 46,6 Mb
Release : 2017-09-01
Category : Games & Activities
ISBN : 9780262341509

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Super Power, Spoony Bards, and Silverware by Dominic Arsenault Pdf

How the Super Nintendo Entertainment System embodied Nintendo’s s resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.

Codename Revolution

Author : Steven E. Jones,George K. Thiruvathukal
Publisher : MIT Press
Page : 215 pages
File Size : 47,8 Mb
Release : 2012-02-24
Category : Games & Activities
ISBN : 9780262016803

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Codename Revolution by Steven E. Jones,George K. Thiruvathukal Pdf

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.

I Am Error

Author : Nathan Altice
Publisher : MIT Press
Page : 439 pages
File Size : 52,7 Mb
Release : 2017-09-08
Category : Computers
ISBN : 9780262534543

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I Am Error by Nathan Altice Pdf

The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Minitel

Author : Julien Mailland,Kevin Driscoll
Publisher : MIT Press
Page : 238 pages
File Size : 50,6 Mb
Release : 2017-06-23
Category : Computers
ISBN : 9780262036221

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Minitel by Julien Mailland,Kevin Driscoll Pdf

The first scholarly book in English on Minitel, the pioneering French computer network, offers a history of a technical system and a cultural phenomenon. A decade before the Internet became a medium for the masses in the United States, tens of millions of users in France had access to a network for e-mail, e-commerce, chat, research, game playing, blogging, and even an early form of online porn. In 1983, the French government rolled out Minitel, a computer network that achieved widespread adoption in just a few years as the government distributed free terminals to every French telephone subscriber. With this volume, Julien Mailland and Kevin Driscoll offer the first scholarly book in English on Minitel, examining it as both a technical system and a cultural phenomenon. Mailland and Driscoll argue that Minitel was a technical marvel, a commercial success, and an ambitious social experiment. Other early networks may have introduced protocols and software standards that continue to be used today, but Minitel foretold the social effects of widespread telecomputing. They examine the unique balance of forces that enabled the growth of Minitel: public and private, open and closed, centralized and decentralized. Mailland and Driscoll describe Minitel's key technological components, novel online services, and thriving virtual communities. Despite the seemingly tight grip of the state, however, a lively Minitel culture emerged, characterized by spontaneity, imagination, and creativity. After three decades of continuous service, Minitel was shut down in 2012, but the history of Minitel should continue to inform our thinking about Internet policy, today and into the future.

The Future Was Here

Author : Jimmy Maher
Publisher : MIT Press
Page : 342 pages
File Size : 42,6 Mb
Release : 2018-01-26
Category : Games & Activities
ISBN : 9780262535694

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The Future Was Here by Jimmy Maher Pdf

Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.

Noise

Author : Alex Preda
Publisher : University of Chicago Press
Page : 280 pages
File Size : 52,5 Mb
Release : 2017-03-01
Category : Business & Economics
ISBN : 9780226427515

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Noise by Alex Preda Pdf

We often think of finance as a glamorous world, a place where investment bankers amass huge profits in gleaming downtown skyscrapers. There’s another side to finance, though—the millions of amateurs who log on to their computers every day to make their own trades. The shocking truth, however, is that less than 2% of these amateur traders make a consistent profit. Why, then, do they do it? In Noise, Alex Preda explores the world of the people who trade even when by all measures they would be better off not trading. Based on firsthand observations, interviews with traders and brokers, and on international direct trading experience, Preda’s fascinating ethnography investigates how ordinary people take up financial trading, how they form communities of their own behind their computer screens, and how electronic finance encourages them to trade more and more frequently. Along the way, Preda finds the answer to the paradox of amateur trading—the traders aren’t so much seeking monetary rewards in the financial markets, rather the trading itself helps them to fulfill their own personal goals and aspirations.

Vinyl Records and Analog Culture in the Digital Age

Author : Paul E. Winters
Publisher : Lexington Books
Page : 208 pages
File Size : 46,5 Mb
Release : 2016-07-18
Category : Social Science
ISBN : 9781498510080

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Vinyl Records and Analog Culture in the Digital Age by Paul E. Winters Pdf

Analog Culture in the Digital Age: Pressing Matters examines the resurgence of vinyl record technologies in the twenty-first century and their place in the history of analog sound and the recording industry. It seeks to answer the questions: why has this supposedly outmoded format made a comeback in a digital culture into which it might appear to be unwelcome? Why, in an era of disembodied pleasures afforded to us in this age of cloud computing would listeners seek out this remnant of the late nineteenth century and bring it seemingly back from the grave? Why do many listeners believe vinyl, with its obvious drawbacks, to be a superior format for conveying music to the relatively noiseless CD or digital file? This book looks at the ways in which music technologies are both inflected by and inflect human interactions, creating discourses, practices, disciplines, and communities.

Fifty Key Video Games

Author : Bernard Perron,Kelly Boudreau,Mark J.P. Wolf,Dominic Arsenault
Publisher : Taylor & Francis
Page : 351 pages
File Size : 43,9 Mb
Release : 2022-07-26
Category : Games & Activities
ISBN : 9781000596168

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Fifty Key Video Games by Bernard Perron,Kelly Boudreau,Mark J.P. Wolf,Dominic Arsenault Pdf

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.

Designed for Hi-Fi Living

Author : Janet Borgerson,Jonathan Schroeder
Publisher : National Geographic Books
Page : 0 pages
File Size : 44,5 Mb
Release : 2018-10-23
Category : Music
ISBN : 9780262536011

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Designed for Hi-Fi Living by Janet Borgerson,Jonathan Schroeder Pdf

How record albums and their covers delivered mood music, lifestyle advice, global sounds, and travel tips to midcentury Americans who longed to be modern. The sleek hi-fi console in a well-appointed midcentury American living room might have had a stack of albums by musicians like Frank Sinatra, Elvis Presley, or Patti Page. It was just as likely to have had a selection of LPs from slightly different genres, with such titles as Cocktail Time, Music for a Chinese Dinner at Home, The Perfect Background Music for Your Home Movies, Honeymoon in Hawaii, Strings for a Space Age, or Cairo! The Music of Modern Egypt. The brilliantly hued, full-color cover art might show an ideal listener, an ideal living room, an ideal tourist in an exotic landscape—or even an ideal space traveler. In Designed for Hi-Fi Living, Janet Borgerson and Jonathan Schroeder listen to and look at these vinyl LPs, scouring the cover art and the liner notes, and find that these albums offered a guide for aspirational Americans who yearned to be modern in postwar consumer culture. Borgerson and Schroeder examine the representations of modern life in a selection of midcentury record albums, discussing nearly 150 vintage album covers, reproduced in color—some featuring modern art or the work of famous designers and photographers. Offering a fascinating glimpse into the postwar imagination, the first part, “Home,” explores how the American home entered the frontlines of cold war debates and became an entertainment zone—a place to play music, mix drinks, and impress guests with displays of good taste. The second part, “Away,” considers albums featuring music, pictures, and tourist information that prepared Americans for the jet age as well as the space race.

Mexico City, 1808

Author : John Tutino
Publisher : University of New Mexico Press
Page : 320 pages
File Size : 53,8 Mb
Release : 2018
Category : Government, Resistance to
ISBN : 9780826360014

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Mexico City, 1808 by John Tutino Pdf

Tutino offers a new vision of the political violence and social conflicts that led to the fall of silver capitalism and Mexican independence in 1821.

Hikikomori

Author : Tamaki Saitō
Publisher : Unknown
Page : 0 pages
File Size : 51,5 Mb
Release : 2013
Category : Social distance
ISBN : 0816654581

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Hikikomori by Tamaki Saitō Pdf

This is the first English translation of a controversial Japanese best seller that made the public aware of the social problem of hikikomori, or "withdrawal"--a phenomenon estimated by the author to involve as many as one million Japanese adolescents and young adults who have withdrawn from society, retreating to their rooms for months or years and severing almost all ties to the outside world. Saitō Tamaki's work of popular psychology provoked a national debate about the causes and extent of the condition. Since Hikikomori was published in Japan in 1998, the problem of social withdrawal has increasingly been recognized as an international one, and this translation promises to bring much-needed attention to the issue in the English-speaking world. According to the New York Times, "As a hikikomori ages, the odds that he'll re-enter the world decline. Indeed, some experts predict that most hikikomori who are withdrawn for a year or more may never fully recover. That means that even if they emerge from their rooms, they either won't get a full-time job or won't be involved in a long-term relationship. And some will never leave home. In many cases, their parents are now approaching retirement, and once they die, the fate of the shut-ins--whose social and work skills, if they ever existed, will have atrophied--is an open question." Drawing on his own clinical experience with hikikomori patients, Saitō creates a working definition of social withdrawal and explains its development. He argues that hikikomori sufferers manifest a specific, interconnected series of symptoms that do not fit neatly with any single, easily identifiable mental condition, such as depression. Rejecting the tendency to moralize or pathologize, Saitō sensitively describes how families and caregivers can support individuals in withdrawal and help them take steps toward recovery. At the same time, his perspective sparked contention over the contributions of cultural characteristics--including family structure, the education system, and gender relations--to the problem of social withdrawal in Japan and abroad.

Handy Andy

Author : Samuel Lover
Publisher : Unknown
Page : 388 pages
File Size : 46,7 Mb
Release : 1887
Category : Dime novels, American
ISBN : UBBS:UBBS-00129807

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Handy Andy by Samuel Lover Pdf

Paratextualizing Games

Author : Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt
Publisher : transcript Verlag
Page : 364 pages
File Size : 53,6 Mb
Release : 2021-11-30
Category : Social Science
ISBN : 9783732854219

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Paratextualizing Games by Benjamin Beil,Gundolf S. Freyermuth,Hanns Christian Schmidt Pdf

Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online services has had a considerable influence on the academic and journalistic discourse about games. This anthology examines which paratexts gaming cultures have produced - i.e., in which forms and formats and through which channels we talk (and write) about games - as well as the way in which paratexts influence the development of games. How is knowledge about games generated and shaped today and how do boundaries between (popular) criticism, journalism, and scholarship have started to blur? In short: How does the paratext change the text?

The Unity Game Engine and the Circuits of Cultural Software

Author : Benjamin Nicoll,Brendan Keogh
Publisher : Springer Nature
Page : 123 pages
File Size : 52,8 Mb
Release : 2019-08-22
Category : Social Science
ISBN : 9783030250126

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The Unity Game Engine and the Circuits of Cultural Software by Benjamin Nicoll,Brendan Keogh Pdf

Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.

Violent Games

Author : Gareth Schott
Publisher : Bloomsbury Publishing USA
Page : 288 pages
File Size : 46,8 Mb
Release : 2016-07-28
Category : Games & Activities
ISBN : 9781628925593

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Violent Games by Gareth Schott Pdf

It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as “essentially over,” referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the “violence” encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes. An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content “as” violence.