The overlooked history of an early appropriation of digital
technology: the creation of games though coding and hardware hacking
by microcomputer users. 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. 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.
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Produktdetaljer
ISBN
9780262365604
Publisert
2021
Utgiver
Random House Publishing Services
Språk
Product language
Engelsk
Format
Product format
Digital bok
Forfatter