Codename Revolution

Codename Revolution PDF Author: Steven E. Jones
Publisher: MIT Press
ISBN: 0262300532
Category : Games & Activities
Languages : en
Pages : 215

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Book Description
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.

Codename Revolution

Codename Revolution PDF Author: Steven E. Jones
Publisher: MIT Press
ISBN: 0262300532
Category : Games & Activities
Languages : en
Pages : 215

Get Book

Book Description
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.

Codename Revolution

Codename Revolution PDF Author: Steven E. Jones
Publisher: MIT Press
ISBN: 026201680X
Category : Games & Activities
Languages : en
Pages : 215

Get Book

Book Description
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.

Codename Revolution

Codename Revolution PDF Author: George K. Thiruvathukal
Publisher:
ISBN:
Category :
Languages : en
Pages : 215

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Book Description
Nintendo's hugely popular and influential video game console system considered as technological device and social phenomenon.

Codename Greenkil

Codename Greenkil PDF Author: Elizabeth Wheaton
Publisher: University of Georgia Press
ISBN: 0820331481
Category : History
Languages : en
Pages : 356

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Book Description
On November 3, 1979, in a Greensboro, North Carolina, housing project, gunfire erupted when a group of Klansmen and Nazis responded to public challenges to "face the wrath of the people" at a Communist-sponsored anti-Klan demonstration. Eighty-eight terror-filled seconds later, four demonstrators were dead, one was dying, and nine others were wounded. All of the dead were members of the Communist Workers Party (CWP). In Codename Greenkil, Elizabeth Wheaton goes behind the scenes of the shootings to reveal the sixteen-year history of people and events that set the stage for the tragedy and its aftermath. In her new afterword, Wheaton looks at the legacy of the shootings, focusing in particular on the survivor-initiated Greensboro Truth and Reconciliation Commission, whose members were empaneled in June 2004 and issued their final report in May 2006.

The Emergence of the Digital Humanities

The Emergence of the Digital Humanities PDF Author: Steven E. Jones
Publisher: Routledge
ISBN: 1136202358
Category : Social Science
Languages : en
Pages : 224

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Book Description
The past decade has seen a profound shift in our collective understanding of the digital network. What was once understood to be a transcendent virtual reality is now experienced as a ubiquitous grid of data that we move through and interact with every day, raising new questions about the social, locative, embodied, and object-oriented nature of our experience in the networked world. In The Emergence of the Digital Humanities, Steven E. Jones examines this shift in our relationship to digital technology and the ways that it has affected humanities scholarship and the academy more broadly. Based on the premise that the network is now everywhere rather than merely "out there," Jones links together seemingly disparate cultural events—the essential features of popular social media, the rise of motion-control gaming and mobile platforms, the controversy over the "gamification" of everyday life, the spatial turn, fabrication and 3D printing, and electronic publishing—and argues that cultural responses to changes in technology provide an essential context for understanding the emergence of the digital humanities as a new field of study in this millennium.

Storytelling in the Media Convergence Age

Storytelling in the Media Convergence Age PDF Author: R. Pearson
Publisher: Springer
ISBN: 1137388153
Category : Performing Arts
Languages : en
Pages : 252

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Book Description
Why do screen narratives remain so different in an age of convergence and globalisation that many think is blurring distinctions? This collection attempts to answer this question using examples drawn from a range of media, from Hollywood franchises to digital comics, and a range of countries, from the United States to Japan

The Routledge Companion to Video Game Studies

The Routledge Companion to Video Game Studies PDF Author: Mark J.P. Wolf
Publisher: Taylor & Francis
ISBN: 1000886026
Category : Games & Activities
Languages : en
Pages : 832

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Book Description
A definitive guide to contemporary video game studies, this second edition has been fully revised and updated to address the ongoing theoretical and methodological development of game studies. Expertly compiled by well-known video game scholars Mark J. P. Wolf and Bernard Perron, the Companion includes comprehensive and interdisciplinary models and approaches for analyzing video games, new perspectives on video games both as an art form and cultural phenomenon, explorations of the technical and creative dimensions of video games, and accounts of the political, social, and cultural dynamics of video games. Brand new to this second edition are chapters examining topics such as preservation; augmented, mixed, and virtual reality; eSports; disability; diversity; and identity, as well as a new section that specifically examines the industrial aspects of video games including digital distribution, game labor, triple-A games, indie games, and globalization. Each essay provides a lively and succinct summary of its target area, quickly bringing the reader up-to-date on the pertinent issues surrounding each aspect of the field, including references for further reading. A comprehensive overview of the present state of video game studies that will undoubtedly prove invaluable to students, scholars, and game designers alike.

Debugging Game History

Debugging Game History PDF Author: Henry Lowood
Publisher: MIT Press
ISBN: 0262551101
Category : Games & Activities
Languages : en
Pages : 465

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Book Description
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research. Histories have generally been fact-by-fact chronicles; fundamental terms of game design and development, technology, and play have rarely been examined in the context of their historical, etymological, and conceptual underpinnings. This volume attempts to “debug” the flawed historiography of video games. It offers original essays on key concepts in game studies, arranged as in a lexicon—from “Amusement Arcade” to “Embodiment” and “Game Art” to “Simulation” and “World Building.” Written by scholars and practitioners from a variety of disciplines, including game development, curatorship, media archaeology, cultural studies, and technology studies, the essays offer a series of distinctive critical “takes” on historical topics. The majority of essays look at game history from the outside in; some take deep dives into the histories of play and simulation to provide context for the development of electronic and digital games; others take on such technological components of games as code and audio. Not all essays are history or historical etymology—there is an analysis of game design, and a discussion of intellectual property—but they nonetheless raise questions for historians to consider. Taken together, the essays offer a foundation for the emerging study of game history. Contributors Marcelo Aranda, Brooke Belisle, Caetlin Benson-Allott, Stephanie Boluk, Jennifer deWinter, J. P. Dyson, Kate Edwards, Mary Flanagan, Jacob Gaboury, William Gibbons, Raiford Guins, Erkki Huhtamo, Don Ihde, Jon Ippolito, Katherine Isbister, Mikael Jakobsson, Steven E. Jones, Jesper Juul, Eric Kaltman, Matthew G. Kirschenbaum, Carly A. Kocurek, Peter Krapp, Patrick LeMieux, Henry Lowood, Esther MacCallum-Stewart, Ken S. McAllister, Nick Monfort, David Myers, James Newman, Jenna Ng, Michael Nitsche, Laine Nooney, Hector Postigo, Jas Purewal, Reneé H. Reynolds, Judd Ethan Ruggill, Marie-Laure Ryan, Katie Salen Tekinbaş, Anastasia Salter, Mark Sample, Bobby Schweizer, John Sharp, Miguel Sicart, Rebecca Elisabeth Skinner, Melanie Swalwell, David Thomas, Samuel Tobin, Emma Witkowski, Mark J.P. Wolf

Media in Mind

Media in Mind PDF Author: Daniel Reynolds
Publisher: Oxford University Press
ISBN: 0190872535
Category : Performing Arts
Languages : en
Pages : 336

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Book Description
Where do you end, and where do media begin? In Media in Mind, author Daniel Reynolds draws upon naturalist philosophies of the mind from John Dewey through contemporary theories of embodied and extended cognition to make the case that the lines separating media from the minds of their users are not blurry or variable so much as they never existed to begin with. Through analyses of films and video games from 1900 to the present, Media in Mind shows how media forms and technologies challenge dominant models of perception and mental representation, and how they complicate theoretical understanding of concepts like the platform and the interface. In order to do justice to the profound and literally mind-changing power of media, Reynolds argues, we need to think not so much about the relationship between media and the mind as about the roles that media play in our minds. Through this crucial distinction, Media in Mind surveys more than a century of media theory to illustrate the ways that scholars of film and digital media have situated and reconsidered a series of divisions between media, user, and world, and how these conceptual divisions have reflected and inflected their ways of understanding the mind.

Hybrid Play

Hybrid Play PDF Author: Adriana de Souza e Silva
Publisher: Routledge
ISBN: 1000042359
Category : Games & Activities
Languages : en
Pages : 264

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Book Description
This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.