Детальная информация

Название: The media snatcher: PC/CORE/TURBO/ENGINE/GRAFX/16/CDROM2/SUPER/DUO/ARCADE/RX
Авторы: Therrien Carl
Организация: IEEE Xplore (Online Service); MIT Press
Выходные сведения: Cambridge, Massachusetts London, England: MIT Press, 2019
Коллекция: Электронные книги зарубежных издательств; Общая коллекция
Тематика: Video games industry — History; Video games — History; TurboGrafx video games; Microcomputers — History; Вычислительные машины электронные — Применение; компьютерные игры; MIT Press eBooks Library
УДК: 004.9
ББК: 77.563.4
Тип документа: Другой
Тип файла: Другой
Язык: Английский
Права доступа: Доступ по паролю из сети Интернет (чтение, печать)
Ключ записи: 8844569

Разрешенные действия: Посмотреть

Аннотация

An in-depth exploration of a neglected video game platform of the 1990s and a reflection on the way we construct the cultural history of video games. In The Media Snatcher, Carl Therrien offers an in-depth exploration of NEC's PC Engine /TurboGrafx-16, a little-studied video game platform released in the late 1980s. The PC Engine was designed to bring technological expandability to the world of game consoles; The Media Snatcher's subtitle evokes some of the expansions and the numerous rebranded versions of the system released by NEC, including the first CD-ROM add-on in video game history. The platform makers hoped that expandability would allow its console to remain at the cutting edge and even catch up with such perceptually rich media as cinema and anime. More than a simple shape-shifter, the PC Engine became a media snatcher. Therrien examines the multidirectional interactions of video game technologies, commercial structures, and cultural dynamics. He considers, among other things, hyperbolic marketing and its impact on how we construct video game history; glitches, technological obsolescence, and the difficulty of conducting media archaeology of the recent past; the emergence of male-centered power fantasies through audiovisual rewards; the rise of original genres such as visual novels; and the sustained efforts to integrate PC Engine software in the sprawling media landscape of Japan (where the PC Engine found much of its success). Avoiding the usual techno-industrial glorification, Therrien recounts the bold technological aspirations of the platform makers and the struggles to make the actual technology realize its potential.

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