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| 001 | 292332 | ||
| 003 | IT-RoAPU | ||
| 005 | 20221215003156.0 | ||
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| 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 | ||