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[null,"1.","Record Nr.",null,"UNINA9910970407003321"]
[null,null,"Autore",null,"Hogan Patrick Colm"]
[null,null,"Titolo",null,"Empire and poetic voice : cognitive and cultural studies of literary tradition and colonialism / / Patrick Colm Hogan"]
[null,null,"Pubbl/distr/stampa",null,"Albany, : State University of New York Press, c2004"]
[null,null,"ISBN",null,"9780791485699"]
[{"$nulls":4},"0791485692"]
[{"$nulls":4},"9781417575770"]
[{"$nulls":4},"1417575778"]
[null,null,"Edizione",null,"[1st ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (301 p.)"]
[null,null,"Collana",null,"SUNY series, explorations in postcolonial studies"]
[null,null,"Disciplina",null,"820.9/9171241"]
[null,null,"Soggetti",null,"Commonwealth literature (English) - History and criticism"]
[{"$nulls":4},"English literature - 20th century - History and criticism"]
[{"$nulls":4},"Postcolonialism - English-speaking countries"]
[{"$nulls":4},"Influence (Literary, artistic, etc.)"]
[{"$nulls":4},"Imperialism in literature"]
[{"$nulls":4},"Colonies in literature"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Bibliographic Level Mode of Issuance: Monograph"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references (p. 257-273) and index."]
[null,null,"Nota di contenuto",null,"Front Matter -- Contents -- Acknowledgments -- Introduction -- Ideological Ambiguities of “Writing Back” -- Revising Indigenous Precursors, Reimagining Social Ideals -- Subaltern Myths Drawn from the Colonizer -- Preserving the Voice of Ancestors -- Outdoing the Colonizer -- Indigenous Tradition and the Individual Talent -- “We are All Africans” -- Notes -- Glossary of Selected Theoretical Concepts -- Works Cited -- Index"]
[null,null,null,"Sommario/riassunto","In Empire and Poetic Voice Patrick Colm Hogan draws on a broad and detailed knowledge of Indian, African, and European literary cultures to explore the way colonized writers respond to the subtle and contradictory pressures of both metropolitan and indigenous traditions. He examines the work of two influential theorists of identity, Judith Butler and Homi Bhabha, and presents a revised evaluation of the important Nigerian critics, Chinweizu, Jemie, and Madubuike. In the process, he presents a novel theory of literary identity based equally on recent work in cognitive science and culture studies. This theory argues that literary and cultural traditions, like languages, are entirely personal "]
[{"$nulls":4},"and only appear to be a matter of groups due to our assertions of categorical identity, which are ultimately both false and dangerous."]
[null,"2.","Record Nr.",null,"UNINA9910960334003321"]
[null,null,"Titolo",null,"Before the crash : early video game history / / edited by Mark J. P. Wolf"]
[null,null,"Pubbl/distr/stampa",null,"Detroit, : Wayne State University Press, c2012"]
[null,null,"ISBN",null,"0-8143-3722-8"]
[null,null,"Edizione",null,"[1st ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (xi, 255 pages) : illustrations"]
[null,null,"Collana",null,"Contemporary approaches to film and media series"]
[null,null,"Disciplina",null,"794.8"]
[null,null,"Soggetti",null,"Video games - History"]
[{"$nulls":4},"Video games - Social aspects"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Cover -- Half-title -- Title -- Copyright -- Contents -- Foreword by Ed Rotberg -- Acknowledgments -- Introduction -- Notes -- Video Games Caught Up in History: Accessibility, Teleological Distortion, and Other Methodological Issues -- Look Back in Anger: Accessibility Issues in the Computer Age -- Emulation and Technical Proficiency -- The Incomplete Object -- Teleological Illusion: From Early Cinema to Early Video Games -- Reconfiguring History -- Notes -- What's Victoria Got To Do with It? Toward an Archaeology of Domestic Video Gaming -- Back to the Future, or Pre-Positioning the Video Game Console -- The Home and the Media: Early Connections -- The Stereoscope: The First True Domestic Media Device -- A Tactile and Interactive Relationship with Domestic Media Develops -- The Boy Showman Entertains the Family -- Do It Yourself-In Good and In Bad -- Conclusion: Playing Pranks on Winky -- Notes -- Ball-and-Paddle Consoles -- Notes -- Channel F for Forgotten: The Fairchild Video Entertainment System -- History -- Channel F, From the Bottom Up -- Paradigms of Control -- Easter Eggs -- Conclusion -- Notes -- The Video Game Industry Crash of 1977 -- Early Rapid Growth -- A System on a Chip -- The Crash -- The Industry Bounces Back -- Notes -- A Question of Character: Transmediation, Abstraction, and Identification in Early Games Licensed from Movies -- Early Adventures in Movie-Game Convergence -- A Question of Character: Abstraction and Identification -- Conclusion: A Question of Character, After the Crash and Beyond -- Notes -- Every Which Way But . . . : Reading the Atari Catalog -- Nostalgia, Ephemera, and the Cultures of Gaming -- Digital Nostalgia -- Input Codes -- . . . But Loose? -- Notes -- One-Bit Wonders: Video Game Sound before the "]
[{"$nulls":4},"Crash -- How Sound Was Made -- How Sound Was Used."]
[{"$nulls":4},"Key Influential Games for Sound up to 1983: A Series of Firsts -- Conclusion -- Notes -- The Rise and Fall of Cinematronics -- A Quick Buck -- Space Wars, or Is It War? -- Vectorbeam and Me -- Crossed Swords -- Vectorbeam -- Crossover -- Late Nights at Cinematronics -- Last Gasps -- Another Grab Bag of Games and Legal Entanglements -- WMS Wins the Games, I Sign the Papers -- PGD, Trivia Master, and the Real End of Cinematronics -- Notes -- Color-Cycled Space Fumes in the Pixel Particle Shockwave: The Technical Aesthetics of Defender and the Williams Arcade Platform, 1980-82 -- Notes -- Coin-Drop Capitalism: Economic Lessons from the Video Game Arcade -- Sight -- Sound -- Play -- Reflect -- The Cost of Play -- Arcade as Deviant Site -- Arcades in Economic Context -- Pinball and Modernity -- Play As Training -- Computerization and Economic Upheaval -- Conclusion -- Notes -- Early Online Gaming: BBSs and MUDs -- Bulletin Board Systems -- Multi-User Dungeons -- BBSs, MUDs, and Economics -- Notes -- Appendix A: Video Game History: Getting Things Straight -- Appendix B: The Magnavox Co. v. Activision, Inc.: 1985 WL 9469 (N.D. Cal. 1985) -- Contributors -- Index -- BackCover."]
[null,null,null,"Sommario/riassunto","Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games' lack of availability or their perceived \"primitiveness\" when compared to contemporary video games.  In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period-from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry.  Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume."]