LEADER 03511nam 2200589 450 001 9910453172203321 005 20200520144314.0 010 $a0-262-32017-7 035 $a(CKB)2550000001194276 035 $a(EBL)3339729 035 $a(SSID)ssj0001108218 035 $a(PQKBManifestationID)12503187 035 $a(PQKBTitleCode)TC0001108218 035 $a(PQKBWorkID)11086848 035 $a(PQKB)11177773 035 $a(MiAaPQ)EBC3339729 035 $a(OCoLC)869281813$z(OCoLC)961590851$z(OCoLC)985756654$z(OCoLC)1003255220$z(OCoLC)1055338990$z(OCoLC)1066688828$z(OCoLC)1081265393 035 $a(OCoLC-P)869281813 035 $a(MaCbMITP)9289 035 $a(Au-PeEL)EBL3339729 035 $a(CaPaEBR)ebr10829848 035 $a(CaONFJC)MIL571570 035 $a(OCoLC)869281813 035 $a(EXLCZ)992550000001194276 100 $a20130524h20142014 uy| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGame after $ea cultural study of video game afterlife /$fRaiford Guins 210 1$aCambridge, Massachusetts :$cMIT Press,$d[2014] 210 4$dİ2014 215 $a1 online resource (371 p.) 300 $aDescription based upon print version of record. 311 $a1-306-40319-7 311 $a0-262-01998-1 320 $aIncludes bibliographical references and index. 327 $aContents; Foreword; Acknowledgments; Introduction: Persistent Games; 1 Museified; 2 Thinking Inside the (Archival) Box; 3 After the Arcade; 4 Thinking Outside the (Game Cartridge) Box; 5 Landfill Legend; 6 Game Saved; Final Walkthrough; Appendix; Notes; Bibliography; Index 330 $aOverview: 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 What happens to video games when they are out of date, broken, nonfunctional, or obsolete?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. 606 $aVideo games$xSocial aspects 608 $aElectronic books. 615 0$aVideo games$xSocial aspects. 676 $a794.8 700 $aGuins$b Raiford$0980586 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910453172203321 996 $aGame after$92237400 997 $aUNINA