Split-Screen: Videogame History Through Local Multiplayer Design.

By looking at videogame production through a two-vector model of design—a practice determined by the interplay between economic and technological evolution—we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but h...

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Detalles Bibliográficos
Publicado en:Design Issues Vol. 37; no. 2; pp. 32 - 45
Autores principales: Karhulahti, Veli-Matti, Grabarczyk, Pawel
Formato: Artículo
Publicado: MIT Press Spring2021
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Acceso en línea:Ver este registro en EBSCOhost
Descripción
Sumario:By looking at videogame production through a two-vector model of design—a practice determined by the interplay between economic and technological evolution—we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern's contextual function due to techno-economical evolution.