Racing the Beam
The Atari Video Computer System
Bibliographic Data
| ID | 19969142 |
|---|---|
| Authors | Nick Montfort (0000-0001-7558-5160), Ian Bogost (0000-0001-7723-660X) |
| Year | 2009 |
| Pages | 192 |
| Publication date | 2009-01-09 |
| Open Access | No |
| Type | BOOK |
| Venue | Video computer system (SOURCE_BOOK) |
| Publisher | The MIT Press (PUBLISHER • US) |
| DOI | 10.7551/mitpress/7588.001.0001 |
| OpenAlex | W4241639793 |
| Open Library | OL18733000M |
| ISBN | 9780262254939 |
| Language | EN |
| Citations received | 99 |
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
Beam (structure) · Optics · Physics · Digital Games and Media · Digital Media and Philosophy · Utopian, Dystopian, and Speculative Fiction · Atari 2600 (Video game console) · Atari computer · Computer games · Computer games, design · Computer games, programming · Equipment and supplies · History · Popular Culture · Programming · united states · Video games
History of Technology
Newsgames
Rethinking platform vernaculars
Platform Studies
Legitimating Media
News Fixers at the Digital Interface
Dilution of expertise in the rise and fall of collective innovation
Mapping Persona and Games
Playful Machines and Heritage
Infrastructural hubris and platform power
The access control double bind
Techniques of commensuration in the videogame industry
Hollywood envy
Situating the videogame maker’s agency through craft
Touching at a Distance
Asignifying Animacies in the Home
“I Can Feel You Here”
“Electric Word Life”
Like, Comment, or Share? Exploring the Effects of Local Television News Facebook Posts on News Engagement
Computing in the nick of time
La agradable sorpresa de los Easter eggs en el cine
Powell.pps
From usernames to profiles
The four deaths of Couchsurfing and the changing ecology of the web
Discoverability
Integrated mobilities
Concrete and Clay
Gaming I, II, and III
Warhammer Serial Paratext
Guided by Delight
Here Comes the Future
Commercialization of Creative Videos in China in the Digital Platform Age
The state of the digital humanities
Which way did he go? Film lateral movement and spectator interpretation
Emergent distribution strategies and feminist media practices
Enter the bit wars
Infrastructure studies meet platform studies in the age of Google and Facebook
Dealing with digital intermediaries
How do players understand video game hardware
The emotive politics of digital mood tracking
Voodoo software and boundary objects in game development
Engineering a platform
From Indy to ubiquity
Slide decks as government publications
The relevance of understanding code to international political economy
Seeing and Playing as Labor
Social semiotics and platform studies
Playing software
Playing with materiality
Data integration and analysis platforms as digital platforms
Funeral and Instagram
Lukewarm Nationalism
Video Games Need a Theory of Language
Multimodal symbiosis and symbolic recombination
Mazes, monsters and multicursality. Mastering Pac-Man 1980–2016
On the media practice of highscoring
The platformization of cultural production
Pour obtenir de l’aide, appuyez sur X ». La montée du paradigme d’assistance dans le design du jeu vidéo
Présentation
Intertextual design
Toward a Study of Pinball
Ludosity, Radical Contextualism, and a New Games History
Developer Credit
Digital Precarity Manifesto
Playthings
Flash, Spirit, Plex, Stretch
Platform Intimacies
Lost in the App Store
Reconstructing past media ecologies
Beyond platform capitalism
Digital media infrastructures
What is a research platform? Mapping methods, mobilities and subjectivities
Adaptation and Its Discontents
Gaming Literacies
Introduction
Reconsidering Lost Opportunities for Diverse Representation
Narrative and Spatial Form in Digital Media
Cutting Through “The Fog of Scrolling
Introduction
Notes Toward a World Systems Theory of Platforms
The Platformization of the Web
United We Stand
The Extended Reach of Game Engine Companies
Magica spellings
Re-integrating scholarly infrastructure
Algorithms and their others
Plateformes numériques
Transplatform
Towards platform pedagogies
From Superman to Swordquest
Why Are Video Games So Special
What Can We Learn From Studio Studies Ethnographies
The Pyrrhic Victory of Game Studies
How to Present the History of Digital Games
Platform Studies' Epistemic Threshold
Bridging the Gap
Wither Mario Factory
Hacking Public Memory
Birds of the Internet
| Unique citing works | 99 |
|---|---|
| Citations per year | 5,82 |
| Citation span | 2009 - 2026 (18) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 99 |