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    Atari Design

    Impressions on Coin-Operated Video Game Machines

    AvRaiford Guins,Grace Lees-Maffei

    Häftad, Engelska, 2020

    Del i serien Cultural Histories of Design

    337 kr

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    Beskrivning

    Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari’s industrial and graphic designers contributed to the development of the video game machine.Innovative game design played a key role in the growth of Atari – from Pong to Asteroids and beyond – but fun, challenging and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in the coin-op machine's cabinet. Atari did not just make games, it designed products for environments.With “tasteful packaging”, Atari exceeded traditional locations like bars, amusement parks and arcades, developing the look and feel of their game cabinets for new locations such as fast food restaurants, department stores, country clubs, university unions, and airports, making game-play a ubiquitous social and cultural experience. By actively shaping the interaction between user and machine, overcoming styling limitations and generating a distinct corporate identity, Atari designed products that impacted the everyday visual and material culture of the late 20th century. Design was never an afterthought at Atari.

    Produktinformation

    • Utgivningsdatum:2020-11-12
    • Mått:186 x 244 x 4 mm
    • Vikt:640 g
    • Format:Häftad
    • Språk:Engelska
    • Serie:Cultural Histories of Design
    • Antal sidor:280
    • Förlag:Bloomsbury Publishing PLC
    • ISBN:9781474284554

    Utforska kategorier

    • Konsthistoria inom Kultur
    • Internet och digitala medier inom Kultur
    • Designböcker inom Kultur

    Mer om författaren

    Raiford Guins is Professor of Cinema and Media Studies in the Media School and Adjunct Professor of Informatics at Indiana University, USA. He has authored Game After: A Cultural Study of Video Game Afterlife (2014) and Edited Clean Version: Technology and the Culture of Control (2009) and co-edited several collections including The Object Reader with Fiona Candlin (2009) and Debugging Game History: A Critical Lexicon with Henry Lowood (2016). Guins serves as co-editor of MIT Press’s Game Histories book series with Lowood and is a founding editor of ROMchip: A Journal of Game Histories also with Lowood and Laine Nooney. His writings on game history appear in the following journals and magazines: American Journal of Play, The Atlantic, Cabinet, Design and Culture, Design Issues, Digital Culture & Education, Game Studies, Journal of Design History, Journal of Visual Culture, and Reconstruction: Studies in Contemporary Culture.

    Recensioner i media

    Atari Design is an original and inspiring monograph reminding us that histories of video games (and computing) should not be reduced to programs and electronics only; they should also address design in its traditional sense.

    Innehållsförteckning

    • List of ImagesList of PlatesPrologue: Not on DisplayAcknowledgementsIgnition: Advanced Electronics and StylingZero to 60 in 25¢Design History of Video Games1. Game Design is Inadequate2. Platform Studies Doesn’t Scratch These Surfaces3. Coin-op Video Games Machines are Complex Artifacts4. Cabinet Design is DesignTaking Anonymous History for a SpinChapter I: Start With a Clean Piece of PaperMan, that thing needs some helpBEAUTIFUL SPACE-AGE CABINET: A Plasticine MomentLow Key Cabinet, Suitable for Sophisticated Locations: The Veneer of Game HistoryNever Leave Well Enough Alone…Chapter II: Come and Play MeFar OutMore Than a BoxIndependent Functionality, or Designing “Atari Style”2 Game Module, or On the Importance of Not Shitting in the PunchbowlProject Development, or Everything You Wanted to Know About Video Pinball (But Never Thought to Ask an Industrial Designer)Chapter III: Happy StuffUncabinet Good Design is Good for (the Coin-Op) BusinessCabinets as Graphically Design ProductsChapter IV: A Kinesthetic World of Shapes and ColorBold ImpactAs you get Excited you Start to Hug the GameEnvironmental CommunicationCommunicative EnvironmentsChapter V: Shifting GearsParking Brake: Look Beyond Finished Form