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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Publicado en:Design Issues Vol. 37; no. 2; pp. 32 - 45
Autores principales: Karhulahti, Veli-Matti, Grabarczyk, Pawel
Formato: Artículo
Publicado: MIT Press Spring2021
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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          Karhulahti, Veli-Matti
          Grabarczyk, Pawel
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        Local history
        Screenplays
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          Local history
          Screenplays
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        design patterns
        digital
        evolution
        games
        history
      ab: 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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