Nick Montfort, Ian Bogost: Racing the Beam: The Atari Video Computer System (2009)

3 November 2009, dusan

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.

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.

Publisher MIT Press, 2009
ISBN 026201257X, 9780262012577
Length 184 pages

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Jill Walker: Fiction and Interaction: How Clicking a Mouse Can Make You Part of a Fictional World (2003)

8 October 2009, dusan

“This thesis is about works in which the user is a character in the fictional world, and it is about the kind of interaction that such works allow. In this introduction I will explain my research goals and introduce the theme of control, which is important in the thesis. I’ll also describe the genres I’m looking at, define some basic terms and present a summary of what each chapter deals with.”

Dr. art. thesis
Department of Humanistic Informatics, University of Bergen, 2003
Length 191 pages

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Ian Bogost: Unit Operations: An Approach to Videogame Criticism (2006)

28 June 2009, dusan

“In Unit Operations, Ian Bogost argues that similar principles underlie both literary theory and computation, proposing a literary-technical theory that can be used to analyze particular videogames. Moreover, this approach can be applied beyond videogames: Bogost suggests that any medium—from videogames to poetry, literature, cinema, or art—can be read as a configurative system of discrete, interlocking units of meaning, and he illustrates this method of analysis with examples from all these fields. The marriage of literary theory and information technology, he argues, will help humanists take technology more seriously and hep technologists better understand software and videogames as cultural artifacts. This approach is especially useful for the comparative analysis of digital and nondigital artifacts and allows scholars from other fields who are interested in studying videogames to avoid the esoteric isolation of “game studies.”

The richness of Bogost’s comparative approach can be seen in his discussions of works by such philosophers and theorists as Plato, Badiou, Zizek, and McLuhan, and in his analysis of numerous videogames including Pong, Half-Life, and Star Wars Galaxies. Bogost draws on object technology and complex adaptive systems theory for his method of unit analysis, underscoring the configurative aspects of a wide variety of human processes. His extended analysis of freedom in large virtual spaces examines Grand Theft Auto 3, The Legend of Zelda, Flaubert’s Madame Bovary, and Joyce’s Ulysses. In Unit Operations, Bogost not only offers a new methodology for videogame criticism but argues for the possibility of real collaboration between the humanities and information technology.”

Publisher MIT Press, 2006
ISBN 026202599X, 9780262025997
243 pages

Keywords and phrases
game engines, ludology, Sim City, videogames, Gonzalo Frasca, cellular automata, unit operations, ontology, narratology, Star Wars Galaxies, Janet Murray, Alain Badiou, first-person shooter, Thousand Plateaus, Stephen Wolfram, Tetris, Human Genome Project, psychoanalysis, Lev Manovich, Raph Koster

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