Raiford Guins
Biographic Data
| ID | 4864222 |
|---|---|
| NAME | Raiford Guins |
| GIVEN NAMES | Raiford |
| FAMILY NAME | Guins |
| SIGNATURE | GUINS R |
| AFFILIATIONS | Ministry of Culture |
| VERIFIED | No |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 1 |
| FIRST PUBLICATION YEAR | 2001 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
King Pong: How Atari Bounced Across Markets to Make Millions
Why and how Atari’s first video game PONG established an industry that shapes consumers’ relationships to technology to this day. PONG is one of the longest- and most consistently circulating video games. Released in 1972, it remains at our fingertips as Android or iOS app, hosted at freepong.org and the Internet Archive, and even released as A Tiny Game of Pong for the Apple Watch. Despite its simplicity and ubiquity, Atari’s PONG encapsulates f…
Debugging Game History: A Critical Lexicon
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games
The Present Went This-A-Way: Marshall McLuhan’s Understanding Media: The Extensions of Man @ 50
Game After: A Cultural Study of Video Game Afterlife
A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, R…
Electrifying the Enlightenment: Interview with Peter Lunenfeld, Part II
Peter Lunenfeld is a Professor in the Design/Media Arts department at the University of California, Los Angeles. He is well known for his edited collection The Digital Dialectic: New Essays on New Media (1999) and his book, Snap to Grid: A User's Guide to Digital Arts, Media, and Cultures (2001). Lunenfeld was also the Editorial Director for the innovative series, “Mediawork Pamphlets,” published by MIT Press. Within the series, Lunenfeld's own U…
Concrete and Clay: The Life and Afterlife of E.T. The Extra-Terrestrial for the Atari 2600
In September 1983 Atari Inc. buried truckloads of its poorly designed film/game tie-in E.T. The Extra-Terrestrial in a landfill in Alamogordo, NM. The game was buried with the epitaph, “The Worst Game of All Time,” as its design flaws are often cited as a major catalyst of the video games industry crash of 1983–4. Atari's stealthy attempt to dispose of surplus stock has triggered 25 years of curiosity, rumor, doubt, conspiracy theory and archaeol…
The Object Reader
Nicolas Mirzoeff. Foreword Fiona Candlin and Raiford Guins. 'Introducing Objects' I. Object Marcel Mauss. 'Gifts and the Obligation to Return Gifts' Georg Lukacs. 'The Phenomenon of Reification', in History and Class Consciousness, Rodney Livingston Roland Barthes. 'Toys' Jean Baudrillard. 'Subjective Discourse or The Non-Functional System of Objects' D.W. Winnicott. 'Transitional Objects and Transitional Phenomena' Tim Ingold. 'On Weaving a bask…
‘Intruder Alert! Intruder Alert!’ Video Games in Space
Running through the maze of video game history, this article considers the relationship between geographies of game play, routine images of game play in popular culture, and the frequently obscured diversity of video game culture. Geographies of game play foreground the materiality of video games - that is, as an object in specific historical locations that have changed over time. This includes the often overlooked and transitory spaces occupied …
Televisual Space
Now You're Living”: The Promise of Home Theater and Deleuze's “New Freedoms”
Now You're Living”: The Promise of Home Theater and Deleuze's “New Freedoms”
‘Intruder Alert! Intruder Alert!’ Video Games in Space
Running through the maze of video game history, this article considers the relationship between geographies of game play, routine images of game play in popular culture, and the frequently obscured diversity of video game culture. Geographies of game play foreground the materiality of video games - that is, as an object in specific historical locations that have changed over time. This includes the often overlooked and transitory spaces occupied …
Televisual Space
Concrete and Clay: The Life and Afterlife of E.T. The Extra-Terrestrial for the Atari 2600
In September 1983 Atari Inc. buried truckloads of its poorly designed film/game tie-in E.T. The Extra-Terrestrial in a landfill in Alamogordo, NM. The game was buried with the epitaph, “The Worst Game of All Time,” as its design flaws are often cited as a major catalyst of the video games industry crash of 1983–4. Atari's stealthy attempt to dispose of surplus stock has triggered 25 years of curiosity, rumor, doubt, conspiracy theory and archaeol…
The Object Reader
Nicolas Mirzoeff. Foreword Fiona Candlin and Raiford Guins. 'Introducing Objects' I. Object Marcel Mauss. 'Gifts and the Obligation to Return Gifts' Georg Lukacs. 'The Phenomenon of Reification', in History and Class Consciousness, Rodney Livingston Roland Barthes. 'Toys' Jean Baudrillard. 'Subjective Discourse or The Non-Functional System of Objects' D.W. Winnicott. 'Transitional Objects and Transitional Phenomena' Tim Ingold. 'On Weaving a bask…
Electrifying the Enlightenment: Interview with Peter Lunenfeld, Part II
Peter Lunenfeld is a Professor in the Design/Media Arts department at the University of California, Los Angeles. He is well known for his edited collection The Digital Dialectic: New Essays on New Media (1999) and his book, Snap to Grid: A User's Guide to Digital Arts, Media, and Cultures (2001). Lunenfeld was also the Editorial Director for the innovative series, “Mediawork Pamphlets,” published by MIT Press. Within the series, Lunenfeld's own U…
The Present Went This-A-Way: Marshall McLuhan’s Understanding Media: The Extensions of Man @ 50
Game After: A Cultural Study of Video Game Afterlife
A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, R…
Debugging Game History: A Critical Lexicon
Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games
King Pong: How Atari Bounced Across Markets to Make Millions
Why and how Atari’s first video game PONG established an industry that shapes consumers’ relationships to technology to this day. PONG is one of the longest- and most consistently circulating video games. Released in 1972, it remains at our fingertips as Android or iOS app, hosted at freepong.org and the Internet Archive, and even released as A Tiny Game of Pong for the Apple Watch. Despite its simplicity and ubiquity, Atari’s PONG encapsulates f…
Art (6 works) · Computer Science (6 works) · Digital Games and Media (6 works) · Sociology (6 works) · Cinema and Media Studies (5 works) · Media studies (5 works) · Video game (4 works) · Visual arts (4 works) · Artificial Intelligence (3 works) · Epistemology (3 works)