LEADER 05565oam 2200757Ia 450 001 9910790024703321 005 20190503073402.0 010 $a0-262-30053-2 010 $a1-280-49932-X 010 $a9786613594556 010 $a0-262-30131-8 024 8 $a9786613594556 035 $a(CKB)2670000000151569 035 $a(EBL)3339398 035 $a(SSID)ssj0000650389 035 $a(PQKBManifestationID)11401989 035 $a(PQKBTitleCode)TC0000650389 035 $a(PQKBWorkID)10614850 035 $a(PQKB)11016330 035 $a(CaBNVSL)mat06267541 035 $a(IDAMS)0b000064818b4591 035 $a(IEEE)6267541 035 $a(OCoLC)778564485$z(OCoLC)785783164$z(OCoLC)794619358$z(OCoLC)961627216$z(OCoLC)962645714$z(OCoLC)966194645$z(OCoLC)988411108$z(OCoLC)988499605$z(OCoLC)991975742$z(OCoLC)1037913650$z(OCoLC)1038697328$z(OCoLC)1048193575$z(OCoLC)1050970255$z(OCoLC)1055342694$z(OCoLC)1061002725$z(OCoLC)1066606207$z(OCoLC)1081248028$z(OCoLC)1083559816 035 $a(OCoLC-P)778564485 035 $a(MaCbMITP)8712 035 $a(Au-PeEL)EBL3339398 035 $a(CaPaEBR)ebr10534385 035 $a(CaONFJC)MIL359455 035 $a(OCoLC)778564485 035 $a(MiAaPQ)EBC3339398 035 $a(PPN)170239144 035 $a(EXLCZ)992670000000151569 100 $a20120228d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aCodename revolution $ethe Nintendo WII platform /$fSteven E. Jones and George K. Thiruvathukal 210 $aCambridge, Mass. $cMIT Press$dİ2012 215 $a1 online resource (215 p.) 225 1 $aPlatform studies 300 $aDescription based upon print version of record. 311 $a0-262-01680-X 320 $aIncludes bibliographical references and index. 327 $aContents; Series Foreword; Acknowledgments; Chapter 1. Introduction: Starting with Revolution: The Wii as a Platform; Our Approach; Cross-Platform Mario; The Book's Plan; Chapter 2. "Power Isn't Everything": The Wii Console; Form Factor and Technical Architecture; Power (Constraints); Red Steel 2; Power (Efficiencies); Chapter 3. Core Controller: The Wii Remote; Form Factor and Technology; The MotionPlus Attachment; Wii Sports Resort; WarioWare: Smooth Moves; The Wii Remote as Magic Crayon; The Wii Remote as Mouse; Chapter 4. Active at the Periphery: The Wii Balance Board 327 $aForm Factor and TechnologyWii Balance Board as a Game Controller; Wii Vitality Sensor: Capturing the Player's Internal State; Wii Fit Plus ("Measuring"); Player Space ("Adequate Space Required"); The Magic Circle and Miniature Garden; The Living Room as Player Space (Wii no Ma); Chapter 5. Channeling the System: Access, Distribution, and Transmission; The Television Metaphor (a Menu of Channels); Channeling the System; Distribution: The Virtual Console; Distribution: WiiWare; World of Goo (via WiiWare); WarioWare D.I.Y. (for DS and WiiWare); Internet Channel 327 $aHomebrew Channel: The Platform's EdgeChapter 6. "Wii Is for Everyone": A Social Platform; Degrees of Openness; Some Wii Mods and Hacks; Wii Social Games; The Wii as a Social Platform; Chapter 7. After the Revolution; Turning the Blue Ocean Red; A Software Phase; Emerging and Converging Technologies; The Absence of an Object?; Notes; Bibliography; Index 330 $aThe Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or "Wiimote") play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo's distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming--which eventually led to the release of Sony's Move and Microsoft's Kinect--to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture. 410 0$aPlatform studies. 606 $aVideo games$xSocial aspects 606 $aNintendo Wii video games 610 $aGAME STUDIES/General 610 $aCULTURAL STUDIES/Popular Culture 610 $aSOCIAL SCIENCES/Media Studies 615 0$aVideo games$xSocial aspects. 615 0$aNintendo Wii video games. 676 $a794.8 700 $aJones$b Steven E$g(Steven Edward)$0143692 701 $aThiruvathukal$b George K$g(George Kuriakose)$01584114 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a9910790024703321 996 $aCodename revolution$93867690 997 $aUNINA