Warning: Constant WP_DEBUG already defined in C:\wwwroot\ebooks.wiki\wp-config.php on line 98

Warning: Constant WP_DEBUG_LOG already defined in C:\wwwroot\ebooks.wiki\wp-config.php on line 99

Warning: Constant WP_DEBUG_DISPLAY already defined in C:\wwwroot\ebooks.wiki\wp-config.php on line 100
Seeing Red: Nintendo’s Virtual Boy (Platform Studies)-电子书百科大全

Seeing Red: Nintendo’s Virtual Boy (Platform Studies)

Seeing Red: Nintendo’s Virtual Boy (Platform Studies)
by: Jose P. Zagal (Author),Benj Edwards(Author)
Publisher:The MIT Press
Publication Date: May 14, 2024
Language:English
Print Length:184 pages
ISBN-10:0262045060
ISBN-13:9780262045063
Book Description
The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy.With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo’s balance sheet for the product was “in the red” as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming.Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device’s technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform’s library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy’s release, having been superseded by polygonal 3D graphics. The platform’s meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience’s perception of those capabilities. Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.
About the Author
The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy.With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo’s balance sheet for the product was “in the red” as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming.Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device’s technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform’s library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy’s release, having been superseded by polygonal 3D graphics. The platform’s meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience’s perception of those capabilities. Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play. Read more

 收藏 (0) 打赏

您可以选择一种方式赞助本站

支付宝扫一扫赞助

微信钱包扫描赞助

未经允许不得转载:电子书百科大全 » Seeing Red: Nintendo’s Virtual Boy (Platform Studies)

分享到: 生成海报

评论 抢沙发

评论前必须登录!

立即登录   注册

登录

忘记密码 ?

切换登录

注册

我们将发送一封验证邮件至你的邮箱, 请正确填写以完成账号注册和激活