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|a Tempest
|b geometries of play
|c Judd Ethan Ruggill and Ken S. McAllister
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|a Ann Arbor
|b University of Michigan Press
|c 2015
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520 |
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|a "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description
|
520 |
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|a Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest.
|
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|x History
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650 |
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|a Video games ; Design
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|a Video games ; Social aspects
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|a Videospiel
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|a Ästhetik
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1750393129931898880 |
access_facet |
Electronic Resources |
author |
Ruggill, Judd Ethan |
author2 |
McAllister, Ken S. |
author2_role |
oth |
author2_variant |
k s m ks ksm |
author_facet |
Ruggill, Judd Ethan, McAllister, Ken S. |
author_role |
aut |
author_sort |
Ruggill, Judd Ethan |
author_variant |
j e r je jer |
callnumber-first |
G - Geography, Anthropology, Recreation |
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GV1469 |
callnumber-raw |
GV1469.35.T46 |
callnumber-search |
GV1469.35.T46 |
callnumber-sort |
GV 41469.35 T46 |
callnumber-subject |
GV - Leisure and Recreation |
collection |
ZDB-39-JOA, lfer |
contents |
"Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description, Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest. |
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(DE-627)1686949383, (DE-599)KEP049072218, (OCoLC)934915542, (MiAaJST)j.ctv65sxmh, (EBP)049072218 |
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794.8 |
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700 - Arts & recreation |
dewey-ones |
794 - Indoor games of skill |
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794.8 |
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794.8 |
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3794.8 |
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790 - Sports, games & entertainment |
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Online, Free |
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Sport |
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recreation |
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Includes bibliographical references and index |
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eBook |
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Book, E-Book |
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text-online-monograph-independent |
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e-Book |
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Book, E-Book |
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E-Book |
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Ann Arbor, University of Michigan Press, 2015 |
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Ann Arbor: University of Michigan Press, 2015 |
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DE-D117, DE-105, LFER, FID-MEDIEN-DE-15, DE-Ch1, DE-15, DE-540, DE-14, DE-L189, DE-L242, DE-Zwi2 |
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0472900102, 0472121146, 0472052691, 0472072692, 9780472121144, 9780472052691, 9780472072699, 9780472900107 |
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9780472052691 |
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1686949383 |
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2022-11-24T15:49:31.448Z |
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Video games, Tempest (Video game), Video games ; Design, Video games ; Social aspects, Videospiel, Ästhetik, Design, United States, History, COMPUTERS ; General, Social aspects |
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1 Online-Ressource (154 pages) |
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2015 |
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University of Michigan Press |
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Landmark video games |
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0 |
spelling |
Ruggill, Judd Ethan aut, Tempest geometries of play Judd Ethan Ruggill and Ken S. McAllister, Ann Arbor University of Michigan Press 2015, 1 Online-Ressource (154 pages), Text txt rdacontent, Computermedien c rdamedia, Online-Ressource cr rdacarrier, Landmark video games, Includes bibliographical references and index, "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description, Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest., Video games Design History, Video games Social aspects United States, Tempest (Video game), Video games ; Design, Video games ; Social aspects, Videospiel, Ästhetik, Design, United States, History, COMPUTERS ; General, McAllister, Ken S. 1966- oth, 9780472052691, Erscheint auch als Druck-Ausgabe Ruggill, Judd Ethan Tempest Ann Arbor : University of Michigan Press, 2015 (DLC)2015013797, https://www.jstor.org/stable/10.2307/j.ctv65sxmh X:JSTOR Verlag kostenfrei, https://www.jstor.org/stable/10.2307/j.ctv65sxmh LFER, LFER 2020-02-03T00:00:00Z, https://www.jstor.org/stable/10.2307/j.ctv65sxmh DE-540, DE-540 2020-01-10T14:51:46Z, DE-L189 2020-02-07T13:51:59Z, https://www.jstor.org/stable/10.2307/j.ctv65sxmh DE-D117, DE-D117 2020-01-10T14:51:46Z, finc FID-MEDIEN-DE-15 |
spellingShingle |
Ruggill, Judd Ethan, Tempest: geometries of play, "Atari's 1981 arcade hit Tempest was a "tube shooter" built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game's initial play difficulty (a system Atari dubbed "SkillStep"), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest's landmark qualities, exploring the game's aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game's latent and manifest audio-visual iconography and the ideological meanings this iconography evokes."--Publisher's description, Reading Tempest -- A genealogy of Tempest -- Contexts -- Life after Tempest., Video games Design History, Video games Social aspects United States, Tempest (Video game), Video games ; Design, Video games ; Social aspects, Videospiel, Ästhetik, Design, United States, History, COMPUTERS ; General |
title |
Tempest: geometries of play |
title_auth |
Tempest geometries of play |
title_full |
Tempest geometries of play Judd Ethan Ruggill and Ken S. McAllister |
title_fullStr |
Tempest geometries of play Judd Ethan Ruggill and Ken S. McAllister |
title_full_unstemmed |
Tempest geometries of play Judd Ethan Ruggill and Ken S. McAllister |
title_short |
Tempest |
title_sort |
tempest geometries of play |
title_sub |
geometries of play |
topic |
Video games Design History, Video games Social aspects United States, Tempest (Video game), Video games ; Design, Video games ; Social aspects, Videospiel, Ästhetik, Design, United States, History, COMPUTERS ; General |
topic_facet |
Video games, Tempest (Video game), Video games ; Design, Video games ; Social aspects, Videospiel, Ästhetik, Design, United States, History, COMPUTERS ; General, Social aspects |
url |
https://www.jstor.org/stable/10.2307/j.ctv65sxmh |