001386582 000__ 03381cam\a2200505Ki\4500 001386582 001__ 1386582 001386582 003__ MaCbMITP 001386582 005__ 20240325105100.0 001386582 006__ m\\\\\o\\d\\\\\\\\ 001386582 007__ cr\cn\nnnunnun 001386582 008__ 140128s2014\\\\maua\\\\ob\\\\001\0\eng\d 001386582 020__ $$a9780262320177$$q(electronic bk.) 001386582 020__ $$a0262320177$$q(electronic bk.) 001386582 020__ $$z9780262019989 001386582 020__ $$z0262019981 001386582 035__ $$a(OCoLC)869281813$$z(OCoLC)961590851$$z(OCoLC)985756654$$z(OCoLC)1003255220$$z(OCoLC)1055338990$$z(OCoLC)1066688828$$z(OCoLC)1081265393 001386582 035__ $$a(OCoLC-P)869281813 001386582 040__ $$aOCoLC-P$$beng$$erda$$epn$$cOCoLC-P 001386582 050_4 $$aGV1469.34.S63$$bG85 2014eb 001386582 072_7 $$aGAM$$x001000$$2bisacsh 001386582 072_7 $$aSOC022000$$2bisacsh 001386582 072_7 $$aGAM013000$$2bisacsh 001386582 08204 $$a794.8$$223 001386582 1001_ $$aGuins, Raiford. 001386582 24510 $$aGame after :$$ba cultural study of video game afterlife /$$cby Raiford Guins. 001386582 264_1 $$aCambridge, Massachusetts :$$bMIT Press,$$c[2014] 001386582 264_4 $$c©2014 001386582 300__ $$a1 online resource (xiv, 355 pages) :$$billustrations 001386582 336__ $$atext$$btxt$$2rdacontent 001386582 337__ $$acomputer$$bc$$2rdamedia 001386582 338__ $$aonline resource$$bcr$$2rdacarrier 001386582 506__ $$aAccess limited to authorized users. 001386582 520__ $$aOverview: We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an "ex-game" if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games-whether behind glass in display cases or recreated as an iPad app-offers a new way to explore the diverse topography of game history. 001386582 588__ $$aOCLC-licensed vendor bibliographic record. 001386582 650_0 $$aVideo games$$xSocial aspects. 001386582 653__ $$aGAME STUDIES/General 001386582 653__ $$aSOCIAL SCIENCES/Media Studies 001386582 653__ $$aDIGITAL HUMANITIES & NEW MEDIA/New Media History 001386582 655_0 $$aElectronic books 001386582 852__ $$bebk 001386582 85640 $$3MIT Press$$uhttps://univsouthin.idm.oclc.org/login?url=https://doi.org/10.7551/mitpress/9289.001.0001?locatt=mode:legacy$$zOnline Access through The MIT Press Direct 001386582 85642 $$3OCLC metadata license agreement$$uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf 001386582 909CO $$ooai:library.usi.edu:1386582$$pGLOBAL_SET 001386582 980__ $$aBIB 001386582 980__ $$aEBOOK 001386582 982__ $$aEbook 001386582 983__ $$aOnline