NEW MEDIA AS MATERIAL CONSTRAINT an Introduction to Platform Studies
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Journalism's Backseat Drivers. American Journalism
V. Journalism's The ascendant blogosphere has rattled the news media with its tough critiques and nonstop scrutiny of their reporting. But the relationship between the two is nfiore complex than it might seem. In fact, if they stay out of the defensive crouch, the battered Backseat mainstream media may profit from the often vexing encounters. BY BARB PALSER hese are beleaguered times for news organizations. As if their problems "We see you behind the curtain...and we're not impressed by either with rampant ethical lapses and declin- ing readership and viewersbip aren't your bluster or your insults. You aren't higher beings, and everybody out enough, their competence and motives are being challenged by outsiders with here has the right—and ability—to fact-check your asses, and call you tbe gall to call them out before a global audience. on it when you screw up and/or say something stupid. You, and Eason Journalists are in the hot seat, their feet held to tbe flames by citizen bloggers Jordan, and Dan Rather, and anybody else in print or on television who believe mainstream media are no more trustwortby tban tbe politicians don't get free passes because you call yourself journalists.'" and corporations tbey cover, tbat journal- ists tbemselves bave become too lazy, too — Vodkapundit blogger Will Collier responding to CJR cloistered, too self-rigbteous to be tbe watcbdogs tbey once were. Or even to rec- Daily Managing Editor Steve Lovelady's characterization ognize what's news. Some track tbe trend back to late of bloggers as "salivating morons" 2002, wben bloggers latcbed onto U.S. -
A History of Video Game Consoles Introduction the First Generation
A History of Video Game Consoles By Terry Amick – Gerald Long – James Schell – Gregory Shehan Introduction Today video games are a multibillion dollar industry. They are in practically all American households. They are a major driving force in electronic innovation and development. Though, you would hardly guess this from their modest beginning. The first video games were played on mainframe computers in the 1950s through the 1960s (Winter, n.d.). Arcade games would be the first glimpse for the general public of video games. Magnavox would produce the first home video game console featuring the popular arcade game Pong for the 1972 Christmas Season, released as Tele-Games Pong (Ellis, n.d.). The First Generation Magnavox Odyssey Rushed into production the original game did not even have a microprocessor. Games were selected by using toggle switches. At first sales were poor because people mistakenly believed you needed a Magnavox TV to play the game (GameSpy, n.d., para. 11). By 1975 annual sales had reached 300,000 units (Gamester81, 2012). Other manufacturers copied Pong and began producing their own game consoles, which promptly got them sued for copyright infringement (Barton, & Loguidice, n.d.). The Second Generation Atari 2600 Atari released the 2600 in 1977. Although not the first, the Atari 2600 popularized the use of a microprocessor and game cartridges in video game consoles. The original device had an 8-bit 1.19MHz 6507 microprocessor (“The Atari”, n.d.), two joy sticks, a paddle controller, and two game cartridges. Combat and Pac Man were included with the console. In 2007 the Atari 2600 was inducted into the National Toy Hall of Fame (“National Toy”, n.d.). -
Harmony Cartridge Online Manual
A new way to experience the Atari 2600. © Copyright 2009-2011 – AtariAge (atariage.com) Second printing Contents Introduction ____________________________________ 1 Getting Started with Harmony _______________________ 1 Harmony Firmware Upgrading ______________________ 3 Frequently Asked Questions ________________________ 5 Harmony File Extensions __________________________ 8 Harmony Technical Specifications ____________________ 9 Acknowledgments _______________________________ 9 Introduction The Harmony cartridge is a programmable add-on for the Atari 2600 console that allows you to load an entire library of games into a single cartridge and then select which title you want to play from a friendly, on-screen menu interface. It features an SD card interface, making it simple to access the large library of Atari 2600 software. The Harmony cartridge supports almost all of the titles that have been produced for the Atari 2600. It can also be used to run your own Atari 2600 game creations on a real console. The Harmony cartridge is flash-upgradeable, and will be updated to support future Atari 2600 developments. SD card slot Mini-B USB port Back edge of Harmony Cart This guide tells you how to make the most of your Harmony cartridge. It should be read thoroughly before the cartridge is used for the first time. Your Harmony cartridge will provide you with many years of Atari 2600 enjoyment. The following equipment is required to use the Harmony cartridge: 1) An Atari 2600, Atari 7800 or other Atari 2600-compatible console. 2) A Windows, Macintosh or Linux-based computer to transfer data onto the SD card. 3) An SD card adapter for your computer. 4) An SD or SDHC card up to 32GB capacity. -
Doom: Gráficos Avançados E Atmosfera Sombria
PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO GRANDE DO SUL PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO SOCIAL TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL CHRISTOPHER ROBERT KASTENSMIDT Professora Orientadora: Dra. Magda Rodrigues da Cunha Porto Alegre Dezembro/2011 CHRISTOPHER ROBERT KASTENSMIDT TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL Dissertação apresentada como requisito parcial para obtenção do grau de Mestre pelo Programa de Pós-Graduação em Comunicação Social da Pontifícia Universidade Católica do Rio Grande do Sul. Orientadora: Dra. Magda Rodrigues da Cunha PORTO ALEGRE 2011 CHRISTOPHER ROBERT KASTENSMIDT Dados Internacionais de Catalogação na Publicação (CIP) K19t Kastensmidt, Christopher Robert Tecnologias de contato: os impactos das plataformas dos jogos digitais na jogabilidade social. / Christopher Robert Kastensmidt. – Porto Alegre, 2011. 172 p. Dissertação (Mestrado) Programa de Pós-Graduação em Comunicação Social – Faculdade de Comunicação Social, PUCRS. Orientadora: Profa. Dra. Magda Rodrigues da Cunha 1. Comunicação Social. 2. Jogos Digitais. 3. Jogabilidade Social. 4. Jogos Eletrônicos. I. Cunha, Magda Rodrigues da. II. Título. CDD 794.8 Ficha elaborada pela bibliotecária Anamaria Ferreira CRB 10/1494 TECNOLOGIAS DE CONTATO: OS IMPACTOS DAS PLATAFORMAS DOS JOGOS DIGITAIS NA JOGABILIDADE SOCIAL Dissertação apresentada como requisito parcial para obtenção do grau de Mestre pelo Programa de Pós-Graduação em Comunicação Social -
The Videogame Style Guide and Reference Manual
The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design. -
The Golden Age of Video Games
The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry The Golden Age of Video Games The Birth of a Multi-Billion Dollar Industry Roberto Dillon CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2011 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20130822 International Standard Book Number-13: 978-1-4398-7324-3 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, trans- mitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright. com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. -
Digital Humanities
Miriam Posner Digital Humanities Chapter 27 DIGITAL HUMANITIES Miriam Posner Digital humanities, a relative newcomer to the media scholar’s toolkit, is notoriously difficult to define. Indeed, a visitor to www.whatisdigitalhumanities.com can read a different definition with every refresh of the page. Digital humanities’ indeterminacy is partly a function of its relative youth, partly a result of institutional turf wars, and partly a symptom of real disagreement over how a digitally adept scholar should be equipped. Most digital humanities practitioners would agree that the digital humanist works at the intersection of technology and the humanities (which is to say, the loose collection of disciplines comprising literature, art history, the study of music, media studies, languages, and philosophy). But the exact nature of that work changes depending on whom one asks. This puts the commentator in the uncomfortable position of positing a definition that is also an argument. For the sake of coherence, I will hew here to the definition of digital humanities that I like best, which is, simply, the use of digital tools to explore humanities questions. This definition will not be entirely uncontroversial, particularly among media scholars, who know that the borders between criticism and practice are quite porous. Most pressingly, should we classify scholarship on new media as digital humanities? New media scholarship is vitally important. But a useful classification system needs to provide meaningful distinctions among its domains, and scholarship on new media already has a perfectly good designation, namely new media studies (as outlined in Chapter 24 in this volume). So in my view, the difference between digital humanities and scholarship about digital media is praxis: the digital humanities scholar employs and thinks deeply about digital tools as part of her argument and research methods. -
Investor Presentation
Investor presentation May 2021 Disclaimer In this strategic presentation, the terms "Atari“ and/or the "Company" mean Atari. The term "Group" means the group of companies belonging to the parent Company and all companies within its consolidation’s scope. This strategic presentation contains statements relating to ongoing or future projects, future financial and operating results and other statements about Atari’s managements’ future expectations, beliefs, goals, plans or prospects that are based on current expectations, estimates, forecasts and projections about Atari, as well as company’s future performance and the industries in which Atari operate will operate, in addition to managements’ assumptions. Words such as “expects,” “anticipates,” “targets,” “goals,” “projects,” “intends,” “plans,” “believes,” “seeks,” “estimates,” variations of such words and similar expressions are intended to identify such forward-looking statements which are not statements of historical facts. These forward-looking statements are not guarantees of future performance and involve certain risks, uncertainties and assumptions that are difficult to assess. Therefore, actual outcomes and results may differ materially from what is expressed or forecasted in such forward-looking statements. These risks and uncertainties are based upon a number of important factors including, among others: political and economic risks of our respective global operations; changes to existing regulations or technical standards; existing and future litigation; difficulties and costs in protecting intellectual property rights and exposure to infringement claims by others summarized in chapter 5 of the company’s annual financial report for the financial year ended March 31, 2020 available on the investor relations website of Atari at www.atari- investisseurs.fr. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
Collaborative Approaches to Digital Humanities Projects
CHAPTER 2 TITLE Computing and Communicating Knowledge: Collaborative Approaches to Digital Humanities Projects AUTHORS Lisa Spiro OVERVIEW Two cultural and technological transformations are influencing the move toward collaborative digital humanities scholarship: (1) the abundance of data and (2) Web 2.0, or “the participatory web.” This chapter provides compelling examples of how humanities researchers are responding to these transformations and illustrates different approaches both to collaboration and to digital humanities research. Case studies of HyperCities, the Tibetan and Himalayan Library, the Orlando Project, and The Mind Is a Metaphor are presented based on semi-structured, hour-long interviews conducted with project leaders as well as analyses of articles and Web sites associated with the projects. In the chapter’s final section, the author examines the challenges that collaborative humanities researchers face and suggests how to better support this sort of work. TAGS collaborative, community, data, digital, humanities, information, knowledge, participatory, projects, research, scholarship, web 2.0 AUTHOR BIOGRAPHIES Lisa Spiro, director of the National Institute for Technology in Liberal Education Labs, works with the liberal arts community to explore emerging educational technologies and develop collaborative approaches to integrating learning, scholarship and technology. As part of her passion for tracking emerging educational technologies and analyzing their implications for research and teaching, she edits the Digital Research Tools (DiRT) wiki and authors the Digital Scholarship in the Humanities blog. Lisa’s recent publications include a report for the Council on Library and Information Resources (CLIR) analyzing the prospects for an all-digital academic library (with Geneva Henry), another CLIR report evaluating archival management software, and an essay examining how scholars use digital archives in American literature and culture (with Jane Segal). -
Living and Learning with New Media: Summary of Findings from the Digital Youth Project
The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning | November 2008 Living and Learning with New Media: Summary of Findings from the Digital Youth Project Mizuko Ito, Heather Horst Matteo Bittanti, danah boyd, Becky Herr-Stephenson, Patricia G. Lange, C.J. Pascoe, and Laura Robinson with Sonja Baumer, Rachel Cody, Dilan Mahendran, Katynka Martínez, Dan Perkel, Christo Sims, and Lisa Tripp www.macfound.org Living and Learning with New Media | The MacArthur Foundation 1 Building the emerging field of digital media and learning The MacArthur Foundation launched its five-year, $50 million digital media and learning initiative in 2006 to help determine how digital media are changing the way young people learn, play, socialize, and participate in civic life. Answers are critical to developing educational and other social institutions that can meet the needs of this and future generations. The initiative is both marshaling what it is already known about the field and seeding innovation for continued growth. For more information, visit www.digitallearning.macfound.org. To engage in conver- sations about these projects and the field of digital learning, visit the Spotlight blog at spotlight.macfound.org. About the MacArthur Foundation The John D. and Catherine T. MacArthur Foundation supports creative people and effective institutions committed to building a more just, verdant, and peaceful world. In addition to selecting the MacArthur Fellows, the Foundation works to defend human rights, advance global conservation and security, make cities bet- ter places, and understand how technology is affecting children and society. For more information or to sign up for MacArthur’s monthly electronic newsletter, visit www.macfound.org. -
Gamasutra - Features - the History of Activision 10/13/11 3:13 PM
Gamasutra - Features - The History Of Activision 10/13/11 3:13 PM The History Of Activision By Jeffrey Fleming The Memo When David Crane joined Atari in 1977, the company was maturing from a feisty Silicon Valley start-up to a mass-market entertainment company. “Nolan Bushnell had recently sold to Warner but he was still around offering creative guidance. Most of the drug culture was a thing of the past and the days of hot-tubbing in the office were over,” Crane recalled. The sale to Warner Communications had given Atari the much-needed financial stability required to push into the home market with its new VCS console. Despite an uncertain start, the VCS soon became a retail sensation, bringing in hundreds of millions in profits for Atari. “It was a great place to work because we were creating cutting-edge home video games, and helping to define a new industry,” Crane remembered. “But it wasn’t all roses as the California culture of creativity was being pushed out in favor of traditional corporate structure,” Crane noted. Bushnell clashed with Warner’s board of directors and in 1978 he was forced out of the company that he had founded. To replace Bushnell, Warner installed former Burlington executive Ray Kassar as the company’s new CEO, a man who had little in common with the creative programmers at Atari. “In spite of Warner’s management, Atari was still doing very well financially, and middle management made promises of profit sharing and other bonuses. Unfortunately, when it came time to distribute these windfalls, senior management denied ever making such promises,” Crane remembered.