Super Power, Spoony Bards, and Silverware

Super Power, Spoony Bards, and Silverware PDF Author: Dominic Arsenault
Publisher: MIT Press
ISBN: 0262341506
Category : Games & Activities
Languages : en
Pages : 238

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Book Description
How the Super Nintendo Entertainment System embodied Nintendo’s s resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.

Super Power, Spoony Bards, and Silverware

Super Power, Spoony Bards, and Silverware PDF Author: Dominic Arsenault
Publisher: MIT Press
ISBN: 0262341506
Category : Games & Activities
Languages : en
Pages : 238

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Book Description
How the Super Nintendo Entertainment System embodied Nintendo’s s resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or self-congratulatory. Most other accounts declare the Super NES the undisputed victor of the “16-bit console wars” of 1989–1995. In this book, Dominic Arsenault reminds us that although the SNES was a strong platform filled with high-quality games, it was also the product of a short-sighted corporate vision focused on maintaining Nintendo’s market share and business model. This led the firm to fall from a dominant position during its golden age (dubbed by Arsenault the “ReNESsance”) with the NES to the margins of the industry with the Nintendo 64 and GameCube consoles. Arsenault argues that Nintendo’s conservative business strategies and resistance to innovation during the SNES years explain its market defeat by Sony’s PlayStation. Extending the notion of “platform” to include the marketing forces that shape and constrain creative work, Arsenault draws not only on game studies and histories but on game magazines, boxes, manuals, and advertisements to identify the technological discourses and business models that formed Nintendo’s Super Power. He also describes the cultural changes in video games during the 1990s that slowly eroded the love of gamer enthusiasts for the SNES as the Nintendo generation matured. Finally, he chronicles the many technological changes that occurred through the SNES's lifetime, including full-motion video, CD-ROM storage, and the shift to 3D graphics. Because of the SNES platform’s architecture, Arsenault explains, Nintendo resisted these changes and continued to focus on traditional gameplay genres.

Codename Revolution

Codename Revolution PDF Author: Steven E. Jones
Publisher: MIT Press
ISBN: 026201680X
Category : Games & Activities
Languages : en
Pages : 215

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Book Description
Nintendo’s hugely popular and influential video game console system considered as technological device and social phenomenon. The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or “Wiimote”) play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii’s impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo’s distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii’s revolution in mimetic interface gaming—which eventually led to the release of Sony’s Move and Microsoft’s Kinect—to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture.

I Am Error

I Am Error PDF Author: Nathan Altice
Publisher: MIT Press
ISBN: 0262534541
Category : Computers
Languages : en
Pages : 439

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Book Description
The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.

Minitel

Minitel PDF Author: Julien Mailland
Publisher: MIT Press
ISBN: 0262036223
Category : Computers
Languages : en
Pages : 238

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Book Description
The first scholarly book in English on Minitel, the pioneering French computer network, offers a history of a technical system and a cultural phenomenon. A decade before the Internet became a medium for the masses in the United States, tens of millions of users in France had access to a network for e-mail, e-commerce, chat, research, game playing, blogging, and even an early form of online porn. In 1983, the French government rolled out Minitel, a computer network that achieved widespread adoption in just a few years as the government distributed free terminals to every French telephone subscriber. With this volume, Julien Mailland and Kevin Driscoll offer the first scholarly book in English on Minitel, examining it as both a technical system and a cultural phenomenon. Mailland and Driscoll argue that Minitel was a technical marvel, a commercial success, and an ambitious social experiment. Other early networks may have introduced protocols and software standards that continue to be used today, but Minitel foretold the social effects of widespread telecomputing. They examine the unique balance of forces that enabled the growth of Minitel: public and private, open and closed, centralized and decentralized. Mailland and Driscoll describe Minitel's key technological components, novel online services, and thriving virtual communities. Despite the seemingly tight grip of the state, however, a lively Minitel culture emerged, characterized by spontaneity, imagination, and creativity. After three decades of continuous service, Minitel was shut down in 2012, but the history of Minitel should continue to inform our thinking about Internet policy, today and into the future.

Otaku and the Struggle for Imagination in Japan

Otaku and the Struggle for Imagination in Japan PDF Author: Patrick W. Galbraith
Publisher: Duke University Press
ISBN: 147800701X
Category : Comics & Graphic Novels
Languages : en
Pages : 245

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Book Description
From computer games to figurines and maid cafes, men called “otaku” develop intense fan relationships with “cute girl” characters from manga, anime, and related media and material in contemporary Japan. While much of the Japanese public considers the forms of character love associated with “otaku” to be weird and perverse, the Japanese government has endeavored to incorporate “otaku” culture into its branding of “Cool Japan.” In Otaku and the Struggle for Imagination in Japan, Patrick W. Galbraith explores the conflicting meanings of “otaku” culture and its significance to Japanese popular culture, masculinity, and the nation. Tracing the history of “otaku” and “cute girl” characters from their origins in the 1970s to his recent fieldwork in Akihabara, Tokyo (“the Holy Land of Otaku”), Galbraith contends that the discourse surrounding “otaku” reveals tensions around contested notions of gender, sexuality, and ways of imagining the nation that extend far beyond Japan. At the same time, in their relationships with characters and one another, “otaku” are imagining and creating alternative social worlds.

The Future Was Here

The Future Was Here PDF Author: Jimmy Maher
Publisher: MIT Press
ISBN: 0262535696
Category : Games & Activities
Languages : en
Pages : 342

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Book Description
Exploring the often-overlooked history and technological innovations of the world's first true multimedia computer. Long ago, in 1985, personal computers came in two general categories: the friendly, childish game machine used for fun (exemplified by Atari and Commodore products); and the boring, beige adult box used for business (exemplified by products from IBM). The game machines became fascinating technical and artistic platforms that were of limited real-world utility. The IBM products were all utility, with little emphasis on aesthetics and no emphasis on fun. Into this bifurcated computing environment came the Commodore Amiga 1000. This personal computer featured a palette of 4,096 colors, unprecedented animation capabilities, four-channel stereo sound, the capacity to run multiple applications simultaneously, a graphical user interface, and powerful processing potential. It was, Jimmy Maher writes in The Future Was Here, the world's first true multimedia personal computer. Maher argues that the Amiga's capacity to store and display color photographs, manipulate video (giving amateurs access to professional tools), and use recordings of real-world sound were the seeds of the digital media future: digital cameras, Photoshop, MP3 players, and even YouTube, Flickr, and the blogosphere. He examines different facets of the platform—from Deluxe Paint to AmigaOS to Cinemaware—in each chapter, creating a portrait of the platform and the communities of practice that surrounded it. Of course, Maher acknowledges, the Amiga was not perfect: the DOS component of the operating systems was clunky and ill-matched, for example, and crashes often accompanied multitasking attempts. And Commodore went bankrupt in 1994. But for a few years, the Amiga's technical qualities were harnessed by engineers, programmers, artists, and others to push back boundaries and transform the culture of computing.

Noise

Noise PDF Author: Alex Preda
Publisher: University of Chicago Press
ISBN: 022642751X
Category : Business & Economics
Languages : en
Pages : 280

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Book Description
We often think of finance as a glamorous world, a place where investment bankers amass huge profits in gleaming downtown skyscrapers. There’s another side to finance, though—the millions of amateurs who log on to their computers every day to make their own trades. The shocking truth, however, is that less than 2% of these amateur traders make a consistent profit. Why, then, do they do it? In Noise, Alex Preda explores the world of the people who trade even when by all measures they would be better off not trading. Based on firsthand observations, interviews with traders and brokers, and on international direct trading experience, Preda’s fascinating ethnography investigates how ordinary people take up financial trading, how they form communities of their own behind their computer screens, and how electronic finance encourages them to trade more and more frequently. Along the way, Preda finds the answer to the paradox of amateur trading—the traders aren’t so much seeking monetary rewards in the financial markets, rather the trading itself helps them to fulfill their own personal goals and aspirations.

Mexico City, 1808

Mexico City, 1808 PDF Author: John Tutino
Publisher: University of New Mexico Press
ISBN: 0826360017
Category : Government, Resistance to
Languages : en
Pages : 320

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Book Description
Tutino offers a new vision of the political violence and social conflicts that led to the fall of silver capitalism and Mexican independence in 1821.

Vinyl Records and Analog Culture in the Digital Age

Vinyl Records and Analog Culture in the Digital Age PDF Author: Paul E. Winters
Publisher: Lexington Books
ISBN: 1498510086
Category : Social Science
Languages : en
Pages : 208

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Book Description
Analog Culture in the Digital Age: Pressing Matters examines the resurgence of vinyl record technologies in the twenty-first century and their place in the history of analog sound and the recording industry. It seeks to answer the questions: why has this supposedly outmoded format made a comeback in a digital culture into which it might appear to be unwelcome? Why, in an era of disembodied pleasures afforded to us in this age of cloud computing would listeners seek out this remnant of the late nineteenth century and bring it seemingly back from the grave? Why do many listeners believe vinyl, with its obvious drawbacks, to be a superior format for conveying music to the relatively noiseless CD or digital file? This book looks at the ways in which music technologies are both inflected by and inflect human interactions, creating discourses, practices, disciplines, and communities.

Designed for Hi-Fi Living

Designed for Hi-Fi Living PDF Author: Janet Borgerson
Publisher: National Geographic Books
ISBN: 0262536013
Category : Music
Languages : en
Pages : 0

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Book Description
How record albums and their covers delivered mood music, lifestyle advice, global sounds, and travel tips to midcentury Americans who longed to be modern. The sleek hi-fi console in a well-appointed midcentury American living room might have had a stack of albums by musicians like Frank Sinatra, Elvis Presley, or Patti Page. It was just as likely to have had a selection of LPs from slightly different genres, with such titles as Cocktail Time, Music for a Chinese Dinner at Home, The Perfect Background Music for Your Home Movies, Honeymoon in Hawaii, Strings for a Space Age, or Cairo! The Music of Modern Egypt. The brilliantly hued, full-color cover art might show an ideal listener, an ideal living room, an ideal tourist in an exotic landscape—or even an ideal space traveler. In Designed for Hi-Fi Living, Janet Borgerson and Jonathan Schroeder listen to and look at these vinyl LPs, scouring the cover art and the liner notes, and find that these albums offered a guide for aspirational Americans who yearned to be modern in postwar consumer culture. Borgerson and Schroeder examine the representations of modern life in a selection of midcentury record albums, discussing nearly 150 vintage album covers, reproduced in color—some featuring modern art or the work of famous designers and photographers. Offering a fascinating glimpse into the postwar imagination, the first part, “Home,” explores how the American home entered the frontlines of cold war debates and became an entertainment zone—a place to play music, mix drinks, and impress guests with displays of good taste. The second part, “Away,” considers albums featuring music, pictures, and tourist information that prepared Americans for the jet age as well as the space race.