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Raiford Guins

Biographic Data

ID4864222
NAMERaiford Guins
GIVEN NAMESRaiford
FAMILY NAMEGuins
SIGNATUREGUINS R
AFFILIATIONSMinistry of Culture
VERIFIEDNo
TOTAL WORKS10
TOTAL CITATIONS1
AUTHOR COUNT9
EDITOR COUNT1
FIRST PUBLICATION YEAR2001
LATEST PUBLICATION YEAR2026
H-INDEX1
  • King Pong: How Atari Bounced Across Markets to Make Millions

    Raiford Guins•BOOK•King Pong•2026

    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

    Henry Lowood, Raiford Guins•BOOK•Debugging Game History•2016

    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

    Open Access•Raiford Guins•ARTICLE•Journal of Visual Culture•2014

  • Game After: A Cultural Study of Video Game Afterlife

    Open Access•Raiford Guins•BOOK•Game after•2014

    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 What happens to video games when they are out of date, broken, nonfunctional, or obsolete?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

    Elizabeth Guffey, Raiford Guins•ARTICLE•Design and Culture•2010•References: 2

    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

    Raiford Guins•ARTICLE•Design and Culture•2009

    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

    Fiona Candlin, Raiford Guins•BOOK•The object reader•2009

    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

    Open Access•Raiford Guins•ARTICLE•Journal of Visual Culture•2004

    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

    Open Access•Anne Friedberg, Raiford Guins•ARTICLE•Journal of Visual Culture•2004

  • Now You're Living”: The Promise of Home Theater and Deleuze's “New Freedoms”

    Open Access•Raiford Guins•ARTICLE•Television & New Media•2001•Cited by: 1•References: 1

  • Now You're Living”: The Promise of Home Theater and Deleuze's “New Freedoms”

    Open Access•Raiford Guins•ARTICLE•Television & New Media•2001•Cited by: 1•References: 1

  • Now You're Living”: The Promise of Home Theater and Deleuze's “New Freedoms”

    Open Access•Raiford Guins•ARTICLE•Television & New Media•2001•Cited by: 1•References: 1

  • ‘Intruder Alert! Intruder Alert!’ Video Games in Space

    Open Access•Raiford Guins•ARTICLE•Journal of Visual Culture•2004

    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

    Open Access•Anne Friedberg, Raiford Guins•ARTICLE•Journal of Visual Culture•2004

  • Concrete and Clay: The Life and Afterlife of E.T. The Extra-Terrestrial for the Atari 2600

    Raiford Guins•ARTICLE•Design and Culture•2009

    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

    Fiona Candlin, Raiford Guins•BOOK•The object reader•2009

    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

    Elizabeth Guffey, Raiford Guins•ARTICLE•Design and Culture•2010•References: 2

    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

    Open Access•Raiford Guins•ARTICLE•Journal of Visual Culture•2014

  • Game After: A Cultural Study of Video Game Afterlife

    Open Access•Raiford Guins•BOOK•Game after•2014

    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

    Henry Lowood, Raiford Guins•BOOK•Debugging Game History•2016

    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

    Raiford Guins•BOOK•King Pong•2026

    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)

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