product
3510732Homebrew Gaming and the Beginnings of Vernacular Digitalityhttps://www.gandhi.com.mx/homebrew-gaming-and-the-beginnings-of-vernacular-digitality-9780262365604/phttps://gandhi.vtexassets.com/arquivos/ids/3204523/9d3689d8-3156-43e0-9789-5a21e6971e8c.jpg?v=638385026182530000488677MXNMIT PressInStock/Ebooks/<p><strong>The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users.</strong></p><p>From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology.</p><p>Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.</p>...3447057Homebrew Gaming and the Beginnings of Vernacular Digitality488677https://www.gandhi.com.mx/homebrew-gaming-and-the-beginnings-of-vernacular-digitality-9780262365604/phttps://gandhi.vtexassets.com/arquivos/ids/3204523/9d3689d8-3156-43e0-9789-5a21e6971e8c.jpg?v=638385026182530000InStockMXN99999DIEbook20219780262365604_W3siaWQiOiJiODZiNjRiMy1kY2MxLTQ3ZTYtYWZkZS04ODczM2MzMjQzOGQiLCJsaXN0UHJpY2UiOjY3NywiZGlzY291bnQiOjE4OSwic2VsbGluZ1ByaWNlIjo0ODgsImluY2x1ZGVzVGF4Ijp0cnVlLCJwcmljZVR5cGUiOiJXaG9sZXNhbGUiLCJjdXJyZW5jeSI6Ik1YTiIsImZyb20iOiIyMDI1LTA3LTAxVDAwOjAwOjAwWiIsInJlZ2lvbiI6Ik1YIiwiaXNQcmVvcmRlciI6ZmFsc2V9XQ==9780262365604_<p><strong>The overlooked history of an early appropriation of digital technology: the creation of games though coding and hardware hacking by microcomputer users.</strong></p><p>From the late 1970s through the mid-1980s, low-end microcomputers offered many users their first taste of computing. A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology.</p><p>Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. She discusses the public discourses surrounding microcomputers and programming by home coders; user practices; the development of game creators ideas, with the game Donut Dilemma as a case study; the widely practiced art of hardware hacking; and the influence of 8-bit aesthetics and gameplay on the contemporary game industry. With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.</p>...9780262365604_MIT Presslibro_electonico_7a0c9a0b-a627-35cd-8e9a-721cd094f9b5_9780262365604;9780262365604_9780262365604Melanie SwalwellInglésMéxicohttps://getbook.kobo.com/koboid-prod-public/randomhousewh-epub-0636bee8-54c6-411a-b1c2-aac84862b5dc.epub2021-08-17T00:00:00+00:00MIT Press