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...
| Publicado en: | Design Issues Vol. 37; no. 2; pp. 32 - 45 |
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| Autores principales: | , |
| Formato: | Artículo |
| Publicado: |
MIT Press
Spring2021
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| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| 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. |
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