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Racing the Beam: The Atari Video Computer System

by and

Racing the Beam: The Atari Video Computer System Cover

 

Synopses & Reviews

Publisher Comments:

andlt;Pandgt;The Atari Video Computer System dominated the home video game market so completely that andquot;Atariandquot; became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.andlt;/Pandgt;

Synopsis:

A study of the relationship between platform and creative expression in the Atari VCS.

Synopsis:

andlt;Pandgt;A study of the relationship between platform and creative expression in the Atari VCS.andlt;/Pandgt;

Synopsis:

The Atari Video Computer System dominated the home videogame market so completely that Atari became the generic term for a videogame console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential videogame console from both computational and cultural perspectives.

Synopsis:

The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.

About the Author

Nick Montfort is Assistant Professor of Digital Media at MIT. He is the author of Twisty Little Passages: A New Approach to Interactive Fiction and the coeditor of The New Media Reader, both published by The MIT Press. Ian Bogost is Assistant Professor in the School of Literature, Communication, and Culture, at Georgia Institute of Technology and Founding Partner, Persuasive Games LLC. He is the author of Persuasive Games: The Expressive Power of Videogame Criticism and Unit Operations: An Approach to Videogame Criticism, both published by the MIT Press.

Product Details

ISBN:
9780262012577
Author:
Nick Montfort and Ian Bogost
Publisher:
MIT Press (MA)
Author:
Bogost, Ian
Author:
Montfort, Nick
Author:
Montfort
Author:
Nick Jr.
Location:
Cambridge
Subject:
History
Subject:
Video games
Subject:
Video & Electronic - General
Subject:
Popular Culture - General
Subject:
Computer Graphics - Game Programming
Subject:
Programming - Games
Subject:
Computer games -- Programming.
Subject:
Video games -- Equipment and supplies.
Subject:
Video & Electronic
Subject:
Games-Video Games
Copyright:
Series:
Platform Studies Racing the Beam
Publication Date:
20090109
Binding:
HARDCOVER
Grade Level:
from 17
Language:
English
Illustrations:
22 band#38;w illus.
Pages:
192
Dimensions:
9 x 6 x 0.5 in

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Related Subjects

Computers and Internet » Software Engineering » Game Design
History and Social Science » Sociology » General
Hobbies, Crafts, and Leisure » Games » Video Games
Humanities » Philosophy » General

Racing the Beam: The Atari Video Computer System New Hardcover
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$24.95 In Stock
Product details 192 pages Mit Press - English 9780262012577 Reviews:
"Synopsis" by , A study of the relationship between platform and creative expression in the Atari VCS.
"Synopsis" by , andlt;Pandgt;A study of the relationship between platform and creative expression in the Atari VCS.andlt;/Pandgt;
"Synopsis" by , The Atari Video Computer System dominated the home videogame market so completely that Atari became the generic term for a videogame console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential videogame console from both computational and cultural perspectives.
"Synopsis" by , The Atari Video Computer System dominated the home video game market so completely that "Atari" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.
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