Nick Montfort, Ian Bogost: Racing the Beam: The Atari Video Computer System (2009)
Filed under book | Tags: · computer games, gaming, screen, video games

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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Ron Burnett: How Images Think (2005)
Filed under book | Tags: · augmented reality, computer games, electronic art, interactivity, p2p, technology, telepresence, virtual reality

Digital images are an integral part of all media, including television, film, photography, animation, video games, data visualization, and the Internet. In the digital world, spectators become navigators wending their way through a variety of interactive experiences, and images become spaces of visualization with more and more intelligence programmed into the very fabric of communication processes. In How Images Think, Ron Burnett explores this new ecology, which has transformed the relationships humans have with the image-based technologies they have created. So much intelligence has been programmed into these image-dependent technologies that it often seems as if images are “thinking”; ascribing thought to machines redefines our relationship with them and enlarges our ideas about body and mind. Burnett argues that the development of this new, closely interdependent relationship marks a turning point in our understanding of the connections between humans and machines.
After presenting an overview of visual perception, Burnett examines the interactive modes of new technologies—including computer games, virtual reality, digital photography, and film— and locates digital images in a historical context. He argues that virtual images occupy a “middle space,” combining the virtual and the real into an environment of visualization that blurs the distinctions between subject and object—part of a continuum of experiences generated by creative choices by viewers, the results of which cannot be attributed either to images or to participants.
Publisher MIT Press, 2005
ISBN 0262524414, 9780262524414
Length 253 pages
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Marie-Laure Ryan: Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media (2001)
Filed under book | Tags: · computer games, fiction, hypertext, immersion, installation art, interactivity, literature, narrative, phenomenology, postmodern, reading, textuality, virtual reality

Is there a significant difference in attitude between immersion in a game and immersion in a movie or novel? What are the new possibilities for representation offered by the emerging technology of virtual reality? As Marie—Laure Ryan demonstrates in Narrative as Virtual Reality, the questions raised by new, interactive technologies have their precursors and echoes in pre—electronic literary and artistic traditions. Formerly a culture of immersive ideals — getting lost in a good book, for example — we are becoming, Ryan claims, a culture more concerned with interactivity. Approaching the idea of virtual reality as a metaphor for total art, Narrative as Virtual Reality applies the concepts of immersion and interactivity to develop a phenomenology of reading.
Ryan’s analysis encompasses both traditional literary narratives and the new textual genres made possible by the electronic revolution of the past few years, such as hypertext, interactive movies and drama, digital installation art, and computer role—playing games. Interspersed among the book’s chapters are several “interludes” that focus exclusively on either key literary texts that foreshadow what we now call “virtual reality,” including those of Baudelaire, Huysmans, Ignatius de Loyola, Calvino, and science—fiction author Neal Stephenson, or recent efforts to produce interactive art forms, like the hypertext “novel” Twelve Blue, by Michael Joyce, and I’m Your Man, an interactive movie. As Ryan considers the fate of traditional narrative patterns in digital culture, she revisits one of the central issues in modern literary theory — the opposition between a presumably passive reading that is taken over by the world a text represents and an active, deconstructive reading that imaginatively participates in the text’s creation.
Publisher Johns Hopkins University Press, 2001
ISBN 0801864879, 9780801864872
399 pages
PDF (updated on 2013-6-28, some images missing)
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