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Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari's industrial and graphic designers contributed to the development of the video game machine. Innovative game design played a key role in the growth of Atari - from Pong to Asteroids and beyond - but fun, challenging and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in the coin-op machine's cabinet. Atari did not just make games, it designed products for environments. With "tasteful packaging", Atari…mehr
Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari's industrial and graphic designers contributed to the development of the video game machine. Innovative game design played a key role in the growth of Atari - from Pong to Asteroids and beyond - but fun, challenging and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in the coin-op machine's cabinet. Atari did not just make games, it designed products for environments. With "tasteful packaging", Atari exceeded traditional locations like bars, amusement parks and arcades, developing the look and feel of their game cabinets for new locations such as fast food restaurants, department stores, country clubs, university unions, and airports, making game-play a ubiquitous social and cultural experience. By actively shaping the interaction between user and machine, overcoming styling limitations and generating a distinct corporate identity, Atari designed products that impacted the everyday visual and material culture of the late 20th century. Design was never an afterthought at Atari.
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Autorenporträt
Raiford Guins is a Leeds United supporter. In his day-job he is a Professor & Chair of Cinema and Media Studies in the Media School, Adjunct Professor of Informatics, and Director of the Cultural Studies Program at Indiana University, Bloomington, USA. He is the author of Edited Clean Version: Technology and the Culture of Control (2009), Game After: A Cultural Study of Video Game Afterlife (2014), and Atari Design: Impressions on Coin-Operated Video Game Machines (Bloomsbury, 2020). Guins has also edited several collections and co-edits the MIT Press Game Histories Book Series with Henry Lowood and ROMchip: A Journal of Game Histories also with Lowood and Laine Nooney. He is currently writing a small book on Leeds United for Pitch Publishing.
Inhaltsangabe
List of Images List of Plates Prologue: Not on Display Acknowledgements Ignition: Advanced Electronics and Styling Zero to 60 in 25¢ Design History of Video Games 1. Game Design is Inadequate 2. Platform Studies Doesn't Scratch These Surfaces 3. Coin-op Video Games Machines are Complex Artifacts 4. Cabinet Design is Design Taking Anonymous History for a Spin Chapter I: Start With a Clean Piece of Paper Man, that thing needs some help BEAUTIFUL SPACE-AGE CABINET: A Plasticine Moment Low Key Cabinet, Suitable for Sophisticated Locations: The Veneer of Game History Never Leave Well Enough Alone. Chapter II: Come and Play Me Far Out More Than a Box Independent Functionality, or Designing "Atari Style" 2 Game Module, or On the Importance of Not Shitting in the Punchbowl Project Development, or Everything You Wanted to Know About Video Pinball (But Never Thought to Ask an Industrial Designer) Chapter III: Happy Stuff Uncabinet Good Design is Good for (the Coin-Op) Business Cabinets as Graphically Design Products Chapter IV: A Kinesthetic World of Shapes and Color Bold Impact As you get Excited you Start to Hug the Game Environmental Communication Communicative Environments Chapter V: Shifting Gears Parking Brake: Look Beyond Finished Form
List of Images List of Plates Prologue: Not on Display Acknowledgements Ignition: Advanced Electronics and Styling Zero to 60 in 25¢ Design History of Video Games 1. Game Design is Inadequate 2. Platform Studies Doesn't Scratch These Surfaces 3. Coin-op Video Games Machines are Complex Artifacts 4. Cabinet Design is Design Taking Anonymous History for a Spin Chapter I: Start With a Clean Piece of Paper Man, that thing needs some help BEAUTIFUL SPACE-AGE CABINET: A Plasticine Moment Low Key Cabinet, Suitable for Sophisticated Locations: The Veneer of Game History Never Leave Well Enough Alone. Chapter II: Come and Play Me Far Out More Than a Box Independent Functionality, or Designing "Atari Style" 2 Game Module, or On the Importance of Not Shitting in the Punchbowl Project Development, or Everything You Wanted to Know About Video Pinball (But Never Thought to Ask an Industrial Designer) Chapter III: Happy Stuff Uncabinet Good Design is Good for (the Coin-Op) Business Cabinets as Graphically Design Products Chapter IV: A Kinesthetic World of Shapes and Color Bold Impact As you get Excited you Start to Hug the Game Environmental Communication Communicative Environments Chapter V: Shifting Gears Parking Brake: Look Beyond Finished Form
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