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Racing the Beam: The Atari Video Computer System, Nick Montfort and Ian Bogost,. Sinnett, 11 June maroc-evasion.info pdf. Racing the beam: the Atari video computer system / Nick Montfort and Ian Bogost . p. cm — (Platform studies). Includes bibliographical references and index. About Racing the Beam: The Atari Video Computer System. Racing the Beam: uma história das Materialidades do videogame Atari [PDF], review in Logos by.

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Racing The Beam Pdf

A study of the relationship between platform and creative expression in the Atari VCS. The Atari Video Computer System dominated the home video game. Access eBook Racing The Beam: The Atari Video Computer System (Platform Studies Series) By Nick Montfort, Ian Bogost EPUB. KINDLE PDF. Download eBook Racing The Beam: The Atari Video Computer System (Platform Studies Series) By Nick Montfort, Ian Bogost. [KINDLE PDF.

Through its main example, the book provides unique insight into the role of underlying hardware and software systems in new media. 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. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book the first in a series of Platform Studies , also series edited by Bogost and Montfort does so, developing a critical approach that examines the relationship between platforms and creative expression. It is illustrated throught, and written to appeal to technically inclined general readers as well academics studying all sorts of creative work in digital media. The Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games. We consider the VCS console with its Stella chipset, along with cartridges and controllers, as evidence of human work, decisions, and processes. Our approach traces this material history while exploring the formal workings of the VCS and its early games, revealing the technological and cultural contexts in which the system and its games were developed. To encourage more studies that investigate the relationships between the hardware and software design of computing systems and the creative works produced on those systems, we have established the Platform Studies book series at the MIT Press. Authors interested in writing a book in the series should read about it on this website , consult the series website or contact me directly. Toggle navigation Ian Bogost. Search Search for: download on site.

Platforms are timeless, and our understanding of them should not be seen only in historical terms.

Racing the Beam

While there is plenty about the past in this book, it is ultimately more about the present. Montfort and Bogost provide evidence that the early home videogames were no different. Their analyses of Adventure and Pitfall!

Chapters 3 and 6 describe seminal games that inspired and influenced the development of what we now call the action-adventure and platform genres. Their examples are insightful case studies of a process of adaptation and accommodation that illustrates the trade-offs and decisions made when borrowing ideas, inspiration, and game designs from other platforms.

Their analysis explores how Rex Bradford created a videogame that provided a unique experience while resonating powerfully with its source material. Those interested in game design will undoubtedly learn both from the insights of the creators as well as from the analysis of the games presented.

More generally, this book is an in-depth illustration of how game design, as a process, can follow multiple trajectories and the role that technical, cultural, organizational and social issues play in determining what the final product may look like. It would seem that this book is a little bit of everything, but not enough of anything in particular. The first is a contribution to our understanding of the Atari VCS.

RtB is an accessible nostalgia-free in-depth examination of a broadly recognized and fondly remembered icon of the videogame revolution. It is a book that both retro-videogame enthusiasts and scholars should have on their bookshelves. It demonstrates why we should look underneath the creative artifacts that seem to consume most of our scholarly and leisurely attentions. It is an argument that resonates strongly in a day and age when, thanks to requirements for interoperability, we strive for platform invisibility2 while simultaneously desiring unique interactive experiences that are ultimately platform dependent.

Platforms are timeless, they shape our experiences and we need to better understand how they do so. Thanks to this book, that argues how the flexibility and constraints of the VCS shaped the videogames we play today, we have an argument for the relevance of any platform, regardless of how dated its technology may be. Racing the Beam is also an argument for a different conception of scholarly work in digital media.

In the sciences, a distinction is often made between formal, rigorous academic publications and popular science writing. The goal of popular science writing is to capture the methods, accuracy, and problems of science while using language that is accessible to the general public. When successful, it can inform and convince outsiders non-scientists or scientists in other fields of the significance of certain findings and conclusions.

A good scientist will contribute to his field, a great one will not only contribute to his field but also make his contributions accessible to everyone else. Racing the Beam is an example that does both by neatly navigating the academic and popular.

It is simultaneously videogame erudition for the masses and popular writing with substance. After all, not only has it been reviewed in academic circles such as this journal3, but also in gaming websites4, newspapers, and more.

Racing the Beam

Some may criticize this book for being anecdotal, inadequately sourced or lacking academic rigor in its analysis.

They would be missing the point. RtB is an argument about digital media. It recognizes that games and their platforms are already accessible. We are studying something that, literally billions of people engage with, talk about, and discuss in their daily lives.

There is no need to make our work accessible to the general public. The general public already knows a lot about games. They are already aware of the broader cultural and social context.

Game Studies - Hackers, History, and Game Design: What Racing the Beam Is Not

Many are also intimately familiar with many of the technological issues: witness the existence of game modding, the emulator scene, 8-bit artists, homebrew game projects, and more. Racing the Beam is thus a shy manifesto that manages to bite academics where it hurts.

Pac-Man Pitfall! Atlantis Adventure River Raid Kaboom! Atari, Inc. Games Xonox Zimag. Retrieved from " https: Hidden categories: Pages to import images to Wikidata Official website different in Wikidata and Wikipedia.

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