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101 result(s) for "DAVID S. HEINEMAN"
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Thinking about Video Games
The growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.
Nolan Bushnell
NOLAN BUSHNELL IS THE PERSON MOST OFTEN ASSOCIATED with the origins of video games as a commercial enterprise. His list of “firsts” in the industry reads like an outline for the study of early gaming history: he created both the first commercial arcade game (Computer Space) and the first commercially successful one (Pong); he was a founding partner of the first wildly successful video game company, Atari; and he was instrumental in developing and curating content for arcades in both its “golden age” and in its “Chuck E. Cheese era,” named for the gaming-themed chain of family restaurants that he
SECTION THREE Introduction
THE FINAL SECTION OF THIS BOOK IS CONCERNED WITH culture that takes video games as its starting place. Video games are, of course, firmly embedded in contemporary popular and media culture globally; the industry’s rising financial successes have correlated with a wider demographic range of more players playing more types of games in more contexts. Indeed, one of the reasons game studies has found a foothold in many universities is that video games have become more or less ubiquitous, and there are ample opportunities to study many academic topics (for example, human behavior and communication, principles of artistic creation and
Henry Lowood
HENRY LOWOOD IS CURATOR FOR THE HISTORY OF SCIENCE & Technology Collections and Film & Media Collections in the Stanford University Libraries and a leading member of the Preserving Digital Worlds initiative funded by the Library of Congress. He has long been an instigator and an innovator in the emerging area of archiving games for historical analysis and has both produced prominent scholarship and taken part in groundbreaking archiving projects that continue to shape how we understand the historical importance of video games. In 2011 Barwick, Dearnley, and Muir published an essay inGames and Culturethat offered an overview
Eugene Jarvis
AS LONG AS VIDEO GAMES HAVE BEEN A COMMERCIAL MEDIUM, they have appeared in arcades. Their success there has waxed and waned over the decades, and for much of the past fifteen years the arcade business has seen most game studios ceasing production of coin-op games, have witnessed more arcades shuttering their doors than opening them, and have seen their historical role as a primary driver of industry trends shifted toward a contemporary role as a niche part of the video game landscape. Eugene Jarvis, for all intents and purposes, is the “last man standing” in the arcade business in
Casey Hudson
THOSE FAMILIAR WITH THE ONTOLOGICAL DEBATES AROUND what kind of medium video games might be, what they offer that is distinct from other mediums, and what their relationship is to other digital texts are likely familiar with the suggestion that a defining aspect of video games is their ability to create a more intense emotional response than other media due to their representational and interactive qualities. This oft-repeated argument, offered with varying degrees of sophistication in both academic analyses in video game media outlets and online discussion forums, essentially contends that games create a kind of physiological investment that cannot