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A study of the relationship between platform and creative
expression in the Atari VCS. The Atari Video Computer System
dominated the home video game market so completely that "Atari"
became the generic term for a video game 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 video game 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.
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The Future (Paperback)
Nick. Montfort
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R386
R322
Discovery Miles 3 220
Save R64 (17%)
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Ships in 10 - 15 working days
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How the future has been imagined and made, through the work of
writers, artists, inventors, and designers. The future is like an
unwritten book. It is not something we see in a crystal ball, or
can only hope to predict, like the weather. In this volume of the
MIT Press's Essential Knowledge series, Nick Montfort argues that
the future is something to be made, not predicted. Montfort offers
what he considers essential knowledge about the future, as seen in
the work of writers, artists, inventors, and designers (mainly in
Western culture) who developed and described the core components of
the futures they envisioned. Montfort's approach is not that of
futurology or scenario planning; instead, he reports on the work of
making the future-the thinkers who devoted themselves to writing
pages in the unwritten book. Douglas Engelbart, Alan Kay, and Ted
Nelson didn't predict the future of computing, for instance. They
were three of the people who made it. Montfort focuses on how the
development of technologies-with an emphasis on digital
technologies-has been bound up with ideas about the future. Readers
learn about kitchens of the future and the vision behind them;
literary utopias, from Plato's Republic to Edward Bellamy's Looking
Backward and Charlotte Perkins Gilman's Herland; the Futurama
exhibit at the 1939 New York World's Fair; and what led up to Tim
Berners-Lee's invention of the World Wide Web. Montfort describes
the notebook computer as a human-centered alterative to the idea of
the computer as a room-sized "giant brain"; speculative practice in
design and science fiction; and, throughout, the best ways to
imagine and build the future.
Riddle & Bind is a book of poems to solve. The first section,
"Riddle," consists of poems written as riddles the reader is
invited to solve by guessing the subject of the poem. The third
section, "Bind," is a selection of constrained poetry written using
traditional and nontraditional poetic forms. The second section,
"&," combines both approaches in a sequence of poems inviting
the reader to guess how they were constructed.
This reader collects the texts, videos, and computer
programs--many of them now almost impossible to find--that
chronicle the history and form the foundation of the still-emerging
field of new media. General introductions by Janet Murray and Lev
Manovich, along with short introductions to each of the texts,
place the works in their historical context and explain their
significance. The texts were originally published between World War
II--when digital computing, cybernetic feedback, and early notions
of hypertext and the Internet first appeared--and the emergence of
the World Wide Web--when they entered the mainstream of public
life.The texts are by computer scientists, artists, architects,
literary writers, interface designers, cultural critics, and
individuals working across disciplines. The contributors include
(chronologically) Jorge Luis Borges, Vannevar Bush, Alan Turing,
Ivan Sutherland, William S. Burroughs, Ted Nelson, Italo Calvino,
Marshall McLuhan, Billy Kl?Jean Baudrillard, Nicholas Negroponte,
Alan Kay, Bill Viola, Sherry Turkle, Richard Stallman, Brenda
Laurel, Langdon Winner, Robert Coover, and Tim Berners-Lee. The CD
accompanying the book contains examples of early games, digital
art, independent literary efforts, software created at
universities, and home-computer commercial software. Also on the CD
is digitized video, documenting new media programs and artwork for
which no operational version exists. One example is a video record
of Douglas Engelbart's first presentation of the mouse, word
processor, hyperlink, computer-supported cooperative work, video
conferencing, and the dividing up of the screen we now call
non-overlapping windows; another is documentation of Lynn
Hershman's Lorna, the first interactive video art installation.
A critical approach to interactive fiction, as literature and game.
Interactive fiction-the best-known form of which is the text game
or text adventure-has not received as much critical attention as
have such other forms of electronic literature as hypertext fiction
and the conversational programs known as chatterbots. Twisty Little
Passages (the title refers to a maze in Adventure, the first
interactive fiction) is the first book-length consideration of this
form, examining it from gaming and literary perspectives. Nick
Montfort, an interactive fiction author himself, offers both
aficionados and first-time users a way to approach interactive
fiction that will lead to a more pleasurable and meaningful
experience of it. Twisty Little Passages looks at interactive
fiction beginning with its most important literary ancestor, the
riddle. Montfort then discusses Adventure and its precursors
(including the I Ching and Dungeons and Dragons), and follows this
with an examination of mainframe text games developed in response,
focusing on the most influential work of that era, Zork. He then
considers the introduction of commercial interactive fiction for
home computers, particularly that produced by Infocom. Commercial
works inspired an independent reaction, and Montfort describes the
emergence of independent creators and the development of an online
interactive fiction community in the 1990s. Finally, he considers
the influence of interactive fiction on other literary and gaming
forms. With Twisty Little Passages, Nick Montfort places
interactive fiction in its computational and literary contexts,
opening up this still-developing form to new consideration.
A single line of code offers a way to understand the cultural
context of computing. This book takes a single line of code-the
extremely concise BASIC program for the Commodore 64 inscribed in
the title-and uses it as a lens through which to consider the
phenomenon of creative computing and the way computer programs
exist in culture. The authors of this collaboratively written book
treat code not as merely functional but as a text-in the case of 10
PRINT, a text that appeared in many different printed sources-that
yields a story about its making, its purpose, its assumptions, and
more. They consider randomness and regularity in computing and art,
the maze in culture, the popular BASIC programming language, and
the highly influential Commodore 64 computer.
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