000 03382nam a22005175i 4500
001 292332
003 IT-RoAPU
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006 m|||||o||d||||||||
007 cr || ||||||||
008 220302t20192019ne fo d z eng d
020 _a9789048540303
_qPDF
024 7 _a10.1515/9789048540303
_2doi
035 _a(DE-B1597)9789048540303
035 _a(DE-B1597)537524
035 _a(OCoLC)1119643597
040 _aDE-B1597
_beng
_cDE-B1597
_erda
072 7 _aART064000
_2bisacsh
084 _aonline - DeGruyter
100 1 _aNicoll, Benjamin
_eautore
245 1 0 _aMinor Platforms in Videogame History /
_cBenjamin Nicoll.
264 1 _aAmsterdam :
_bAmsterdam University Press,
_c[2019]
264 4 _c©2019
300 _a1 online resource (212 p.)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 0 _aGames and Play ;
_v2
505 0 0 _tFrontmatter --
_tTable of Contents --
_tList of Tables and Figures --
_tAcknowledgements --
_tIntroduction : Failed, forgotten, or overlooked? Methods for historicizing minor platforms --
_t1. Ways of seeing videogame history: The Vectrex as a transitional platform --
_t2. Articulations of videogame piracy: The Zemmix as a decolonial platform --
_t3. Domesticating the arcade: The Neo Geo as an imaginary platform --
_t4. A dialectic of obsolescence? The Sega Saturn as a residual platform --
_t5. 'How history arrives': Twine as a minor platform --
_tConclusion: 'Something new in the old' --
_tIndex
506 0 _arestricted access
_uhttp://purl.org/coar/access_right/c_16ec
_fonline access with authorization
_2star
520 _aVideogame 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.
538 _aMode of access: Internet via World Wide Web.
546 _aIn English.
588 0 _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 02. Mrz 2022)
650 4 _aFilm, Media, and Communication.
650 4 _aGame Studies.
650 4 _aMedia Studies.
650 7 _aART / Video Game Art.
_2bisacsh
653 _aVideogame history, media archaeology, platform studies, media theory.
850 _aIT-RoAPU
856 4 0 _uhttps://doi.org/10.1515/9789048540303?locatt=mode:legacy
856 4 0 _uhttps://www.degruyter.com/isbn/9789048540303
856 4 2 _3Cover
_uhttps://www.degruyter.com/document/cover/isbn/9789048540303/original
942 _cEB
999 _c292332
_d292332