Braxton Soderman
Dados Biográficos
| ID | 845160 |
|---|---|
| NOME | Braxton Soderman |
| PRENOMES | Braxton |
| SOBRENOME | Soderman |
| ASSINATURA | SODERMAN B |
| AFILIAÇÕES | University of California, Irvine |
| ORCID | 0009-0005-5659-6581 |
| VERIFICADO | Não |
| TOTAL DE OBRAS | 8 |
| TOTAL DE CITAÇÕES | 10 |
| TOTAL COMO AUTOR | 8 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2007 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 2 |
TV POWWW! and Televised Play in the Early Videogame Industry
TV POWWW! was a television program built around a technology which allowed viewers to control televised videogames over the telephone. This article chronicles its history while analyzing its technology, social contexts, aesthetics, and impact on game design and development. We situate TV POWWW! at the nexus of several developments during the late 1970s and early 1980s. These include new perceptions of mediated interaction facilitated by computeri…
Intellivision
The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari's main rival durin…
Against Flow
A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow—as conceptualized by the psychologist Mihaly Csikszentmihalyi—describes an experience of “being in the zone,” of intense absorption in an activity. It is a central concept in the study of video games, although often applied uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment …
Transplatform
In this article, we develop the concept of "transplatform" to contribute to platform studies. We analyze the rivalry between the Atari Video Computer System (VCS)-the best-known member of the "second generation" of home videogame consoles-and Intellivision, which was the Atari VCS's key competitor for most of this period. Through this analysis, we hope to provide conceptual tools for rethinking the notions of platform, culture, and context in pla…
Gaming Representation
‘Don’t Look … Or It Takes You’
While some scholars claim that games are not primarily visual texts, the horror genre is obsessed with vision and practices of looking. The aesthetic concept of horror vacui describes aspects of this obsession. Horror vacui is the fear of empty space that results in the over-marking of visual space, excessive decoration that threatens to overwhelm what is being decorated, the stuffing of gaps and caesura with further representation. Shed of its s…
The Auto Salvage
Using the auto salvage yard as its base of operations, this explorative essay—consisting of text and images—attempts to theorize a concept of salvaging. Generally, the authors ask what “salvaging” means within contemporary culture. What do the auto salvage yard and the act of salvaging teach us about the relation between subjects and objects? How can we “read” the signs that appear in the salvage yard? Overall, increasing the visibility of the sa…
The Index and the Algorithm
braxton soderman is a third-year PhD candidate in the Modern Culture and Media program at Brown University. His most recent publication was entitled, “At the Crossroads of the Trivial,” published in The Electronic Journal of Communication. He is currently studying for his preliminary examinations
The Auto Salvage
Using the auto salvage yard as its base of operations, this explorative essay—consisting of text and images—attempts to theorize a concept of salvaging. Generally, the authors ask what “salvaging” means within contemporary culture. What do the auto salvage yard and the act of salvaging teach us about the relation between subjects and objects? How can we “read” the signs that appear in the salvage yard? Overall, increasing the visibility of the sa…
The Index and the Algorithm
braxton soderman is a third-year PhD candidate in the Modern Culture and Media program at Brown University. His most recent publication was entitled, “At the Crossroads of the Trivial,” published in The Electronic Journal of Communication. He is currently studying for his preliminary examinations
The Index and the Algorithm
braxton soderman is a third-year PhD candidate in the Modern Culture and Media program at Brown University. His most recent publication was entitled, “At the Crossroads of the Trivial,” published in The Electronic Journal of Communication. He is currently studying for his preliminary examinations
The Auto Salvage
Using the auto salvage yard as its base of operations, this explorative essay—consisting of text and images—attempts to theorize a concept of salvaging. Generally, the authors ask what “salvaging” means within contemporary culture. What do the auto salvage yard and the act of salvaging teach us about the relation between subjects and objects? How can we “read” the signs that appear in the salvage yard? Overall, increasing the visibility of the sa…
‘Don’t Look … Or It Takes You’
While some scholars claim that games are not primarily visual texts, the horror genre is obsessed with vision and practices of looking. The aesthetic concept of horror vacui describes aspects of this obsession. Horror vacui is the fear of empty space that results in the over-marking of visual space, excessive decoration that threatens to overwhelm what is being decorated, the stuffing of gaps and caesura with further representation. Shed of its s…
Gaming Representation
Transplatform
In this article, we develop the concept of "transplatform" to contribute to platform studies. We analyze the rivalry between the Atari Video Computer System (VCS)-the best-known member of the "second generation" of home videogame consoles-and Intellivision, which was the Atari VCS's key competitor for most of this period. Through this analysis, we hope to provide conceptual tools for rethinking the notions of platform, culture, and context in pla…
Against Flow
A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow—as conceptualized by the psychologist Mihaly Csikszentmihalyi—describes an experience of “being in the zone,” of intense absorption in an activity. It is a central concept in the study of video games, although often applied uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment …
Intellivision
The engaging story of Intellivision, an overlooked videogame system from the late 1970s and early 1980s whose fate was shaped by Mattel, Atari, and countless others who invented the gaming industry. Astrosmash, Snafu, Star Strike, Utopia—do these names sound familiar to you? No? Maybe? They were all videogames created for the Intellivision videogame system, sold by Mattel Electronics between 1979 and 1984. This system was Atari's main rival durin…
TV POWWW! and Televised Play in the Early Videogame Industry
TV POWWW! was a television program built around a technology which allowed viewers to control televised videogames over the telephone. This article chronicles its history while analyzing its technology, social contexts, aesthetics, and impact on game design and development. We situate TV POWWW! at the nexus of several developments during the late 1970s and early 1980s. These include new perceptions of mediated interaction facilitated by computeri…
Computer Science (6 obras) · Digital Games and Media (5 obras) · Media, Communication, and Education (3 obras) · Law (2 obras) · Physics (2 obras) · Political science (2 obras) · Video games (2 obras) · World Wide Web (2 obras) · Aesthetics (1 obras) · Algorithm (1 obras)