Game After: A Cultural Study of Video Game Afterlife (Hardcover)
暫譯: 遊戲之後:電子遊戲後世的文化研究 (精裝版)

Raiford Guins

  • 出版商: MIT
  • 出版日期: 2014-01-24
  • 售價: $1,400
  • 貴賓價: 9.8$1,372
  • 語言: 英文
  • 頁數: 370
  • 裝訂: Hardcover
  • ISBN: 0262019981
  • ISBN-13: 9780262019989
  • 相關分類: 遊戲設計 Game-design
  • 立即出貨 (庫存 < 3)

商品描述

We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an "ex-game" if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections.

Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs.

The afterlife of video games -- whether behind glass in display cases or recreated as an iPad app -- offers a new way to explore the diverse topography of game history.

商品描述(中文翻譯)

我們購買電子遊戲是為了遊玩,而不是為了保存。當電子遊戲過時、損壞、無法運行或變得過時時,會發生什麼?如果一款遊戲僅以模擬的形式存在,作為博物館展示中的文物、存檔盒中的物品,或是在垃圾填埋場的底部,是否應該被視為「前遊戲」?在《遊戲之後》(Game After)一書中,Raiford Guins 專注於電子遊戲,不是將其密封在過去的時間膠囊中,而是關注它們的物質遺留:電子遊戲如何以及在何處持續存在於當下。Guins 細緻地調查了電子遊戲的複雜生命週期,以展示它們的意義、用途和價值如何在處置、廢墟和遺留物、博物館、檔案館和私人收藏的後生命中轉變。

Guins 仔細研究了電子遊戲作為博物館物件的角色,討論了 Pong 和 Brown Box 原型的重新語境化,並與各種文化機構的策展和檔案實踐進行互動;老化的投幣式街機;遊戲卡帶藝術和包裝的文檔角色;一款遊戲從有缺陷的產品到垃圾再到被紀念的遺物的旅程,這在 Atari 的臭名昭著的《E.T. 外星人》(E.T. The Extra-Terrestrial)歷史中可見;以及由專家如 Van Burnham、Gene Lewin 和 Peter Takacs 講述的保護、修復和重建故事。

電子遊戲的後生命——無論是在展示櫃後的玻璃中,還是作為 iPad 應用程式重新創建——提供了一種探索遊戲歷史多樣地形的新方式。