File /Humanist.vol22.txt, message 508


From: Humanist Discussion Group <willard.mccarty-AT-mccarty.org.uk>
To: humanist-AT-lists.digitalhumanities.org
Date: Thu, 12 Feb 2009 08:13:23 +0000 (GMT)
Subject: [Humanist] 22.522 when games met computing



                 Humanist Discussion Group, Vol. 22, No. 522.
         Centre for Computing in the Humanities, King's College London
                       www.digitalhumanities.org/humanist
                Submit to: humanist-AT-lists.digitalhumanities.org

  [1]   From:    Timothy Hill <timothy.d.hill-AT-gmail.com>                   (34)
        Subject: Re: [Humanist] 22.511 what happened when games met
                computing?

  [2]   From:    Kevin Kee <kevin.kee-AT-brocku.ca>                          (157)
        Subject: Re: [Humanist] 22.515 when games met computing

  [3]   From:    Elijah Meeks <elijahmeeks-AT-gmail.com>                     (146)
        Subject: Re: [Humanist] 22.515 when games met computing


--[1]------------------------------------------------------------------------
        Date: Wed, 11 Feb 2009 09:47:17 +0000
        From: Timothy Hill <timothy.d.hill-AT-gmail.com>
        Subject: Re: [Humanist] 22.511 what happened when games met computing?
        In-Reply-To: <20090209105008.D70252A6E3-AT-woodward.joyent.us>


A good place to start might be Stephen Levy's book Hackers: Heroes of the
Computer Revolution (1984). As you may have guessed from the title, it's a
dated and populist account, and the emphasis is more on anecdote than
analysis. But because Levy is interested in broad sweep rather than fine
detail, he's good on the considerable symbiosis between computing and gaming
- everything from the Tech Model Railroad Club to Sierra Online is in there.

At any rate it'll give you some keywords to begin searching with, if you're
really starting ab initio.

Timothy Hill
University of Sussex

>        Date: Mon, 09 Feb 2009 10:48:46 +0000
>        From: Willard McCarty <willard.mccarty-AT-mccarty.org.uk>
>        >
> I would be very grateful for recommendations of sources for the history
> of game-playing in the early decades of computing. I am particularly
> interested in histories that look at the confluence of the two rather
> than implementation and development of computer games. This confluence
> is in a sense utterly obvious -- one form of rule-governed behaviour
> meeing a rule-governing machine. But what is *not* so obvious about this
> meeting? How did each affect the other?
>
> Thanks very much for any guidance.
>
> Yours,
> WM
> --
> Willard McCarty, Professor of Humanities Computing,
> King's College London, staff.cch.kcl.ac.uk/~wmccarty/ http://staff.cch.kcl.ac.uk/%7Ewmccarty/ 
> ;
> Editor, Humanist, www.digitalhumanities.org/humanist;
> Interdisciplinary Science Reviews, www.isr-journal.org.
>
>
>



--[2]------------------------------------------------------------------------
        Date: Wed, 11 Feb 2009 16:46:45 -0500
        From: Kevin Kee <kevin.kee-AT-brocku.ca>
        Subject: Re: [Humanist] 22.515 when games met computing
        In-Reply-To: <20090211061240.6EB302DF4D-AT-woodward.joyent.us>

Hi Willard,

In response to your question, I would recommend Nick Montfort and Ian  
Bogost, Racing the Beam: The Atari Video Computer System, which  
examines the meeting of hardware, software and games in the 1970s and  
early 1980s.

All best,
Kevin

Kevin Kee
Canada Research Chair of Humanities Computing and Associate Professor,  
Brock University
kevin.kee-AT-brocku.ca



--[3]------------------------------------------------------------------------
        Date: Wed, 11 Feb 2009 16:30:40 -0800
        From: Elijah Meeks <elijahmeeks-AT-gmail.com>
        Subject: Re: [Humanist] 22.515 when games met computing
        In-Reply-To: <20090211061240.6EB302DF4D-AT-woodward.joyent.us>

Gamasutra has a wealth of technical and theoretical articles on game
design and implementation.  A few that stand out:

"Persuasive Games: The Proceduralist Style"
http://www.gamasutra.com/view/feature/3909/persuasive_games_the_.php

"Design Language: Designer Derivations"
http://www.gamasutra.com/view/feature/3781/design_language_designer_.php

"The History of Civilization"
http://www.gamasutra.com/view/feature/1523/the_history_of_civilization.php

"Fewer Mechanics, Better Game"
http://www.gamasutra.com/view/feature/3621/fewer_mechanics_better_game.php

"Living Worlds: The Ecology of Game Design"
http://www.gamasutra.com/view/feature/1458/living_worlds_the_ecology_of_game_.php

While a mixed bag as far as analytical content, there are a number of
articles on the early and middle periods of gaming.

Hopefully that helps,
Elijah Meeks

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