2014-01-24
Author: Raiford Guins
Publisher: MIT Press
ISBN: 0262320185
Category : Games & Activities
Languages : en
Pages : 370
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Book Description
A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.
Author: Raiford Guins
Publisher: MIT Press
ISBN: 0262019981
Category : Games & Activities
Languages : en
Pages : 355
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Book Description
We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an "ex-game" if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games -- whether behind glass in display cases or recreated as an iPad app -- offers a new way to explore the diverse topography of game history.
Author: Susan Katrinka Butler
Publisher: Strategic Book Publishing & Rights Agency
ISBN: 1681815281
Category : Fiction
Languages : en
Pages : 854
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Book Description
Sarah Franklin needs to get her brain cells aligned. Not because of some broken love affair, though that would have been fun if she could remember such a thing. Sarah has just woken up from a coma, and the young woman is convinced she’s still in high school. Bill Petrov is a professor of physics at her new school. No way was he looking for a lover, but he is smitten with Sarah the first day of school. He knows better than to be attracted to a high school student, yet there’s something different about her. She reacts differently than other students, is totally serious, and absorbs everything in class. When they talk, she teases Bill, offering innuendo or suggestions that totally take him off guard. Analyzing their conversations later, he realizes her words are out of sync with today’s teenage lingo and are more like those of a colleague than a student. The paradox only increases his fascination with her. He looks forward to seeing Sarah every day, exchanging a smile, or wondering what she’ll say next to unnerve him. Sarah is totally unprepared for the onset of her feelings toward her teacher, yet she still looks forward to her physics class without any understanding of why it makes her so happy. Will Sarah remember her past, and what will happen when … if she does?
Author: Michael Lynch
Publisher: CRC Press
ISBN: 1351339699
Category : Computers
Languages : en
Pages : 309
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Book Description
Surviving Game School speaks about what to expect in a top game design or game development college program, and what to expect once students get out. Making games is not at all the same as playing games. Uncommonly blunt, the book reveals the rigors – and the joys – of working in this industry. Along the way the book touches on themes of time management, creativity, teamwork, and burnout. The authors explore the impact working in the game industry can have on personal relationships and family life. The book closes with advice about life’s goals and building and keeping a sensible balance between work and everything else.
Author: Benjamin J. Abraham
Publisher: Springer Nature
ISBN: 3030917053
Category :
Languages : en
Pages :
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Author: Holly Miller
Publisher: Xulon Press
ISBN: 1602661863
Category : Religion
Languages : en
Pages : 168
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Book Description
When people are at their lowest moment, even touching the bottom, God is their only strength. They must decide to push off by surrendering their own strength and allowing God to bring them through this life of games. (Social Issues)
Author: Robert D. Doell
Publisher: iUniverse
ISBN: 9781462080717
Category : Fiction
Languages : en
Pages : 396
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Book Description
Aaron Evans isn't looking for mystery or romance when he moves to a quiet Seattle neighborhood and attends services at a local church. He isn't even looking for religion. He is searching for an environment that will further help his children ease the pain of their mother's sudden death two years ago. When Aaron's eight-year-old son draws a picture, in church, of Elvis Presley's ascension to heaven on a toilet seat, it attracts the attention of two very different women. Mildred Vinster, a cantankerous octogenarian, is offended. Holly Lawrence, Aaron's new neighbor is amused. Mildred's murder, a few hours later, leaves Holly heir to an old Bible. A hollowed out section of the Bible contains a bag of synthetic diamonds. The Bible also leaves clues to the location of a wealth of real gems. As Holly's relationship with Aaron turns to love, the mystery surrounding the diamonds deepens. The answer to where the diamonds came from and why Holly received them begins in prewar Nazi Germany and leads from the drug trade in Canada to the casinos of Las Vegas where finding the real diamonds turns into a game of life or death with the odds stacked against them.
Author: Brandon Sweeney
Publisher: Brandon Sweeney
ISBN: 0989136752
Category : Biography & Autobiography
Languages : en
Pages : 196
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Book Description
Each year, thousands of athletes work hard to excel at their sport, while sacrificing their time in hopes of one day playing professionally. Some make it but many do not. Most often we hear the stories of athletes that have succeeded. However there are many more untold stories of great athletes who did not. Brandon Sweeney shares his story of the setbacks he had to overcome when his dream of going to the NFL was shattered by a career ending injury. It was a long process of readjustment for Brandon but he ultimately discovers his true identity, and God-given purpose. Brandon wrote this book to motivate, inspire and challenge athletes to recognize the importance of preparing for life on and off the field, but ultimately to help others discover their full potential and their God-given purpose beyond the game.
Author:
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages :
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Category : Sports
Languages : en
Pages :
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Author: Bill Bradley
Publisher: Rosetta Books
ISBN: 0795323301
Category : Biography & Autobiography
Languages : en
Pages : 100
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Book Description
Bill Bradley, a New York Knick pro-basketball player in the '60s and '70s and a United States Senator from New Jersey from 1982 until 2000 (among his many other accomplishments) writes here about his love of basketball from the root on up--from a simple game in an empty court where there is nothing but you and the sound of your Converse on the shiny, wooden floor to the euphoric high that is possible and that any athlete knows when a team moves together as a cohesive whole. Bradley's writing here is wholly accessible and for those not interested in basketball, there are lessons to be gleaned here about life, teamwork and leadership. Bradley's style is simple and stays on track, creating a slim philosophical treatise that all of us can benefit from and relate to. Here is a book about life, memory, experience, and the filtering of our experience and what it means to us. An enjoyable and unforgettable read for all readers.