000 | 03413nam a2200505 i 4500 | ||
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001 | 6267541 | ||
003 | IEEE | ||
005 | 20220712204734.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 151223s2012 maua ob 001 eng d | ||
020 |
_a9780262301312 _qelectronic |
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020 |
_z0262301318 _qelectronic |
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020 |
_z9780262016803 _qprint |
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035 | _a(CaBNVSL)mat06267541 | ||
035 | _a(IDAMS)0b000064818b4591 | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
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050 | 4 |
_aGV1469.17.S63 _bJ66 2012eb |
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082 | 0 | 4 |
_a794.8 _223 |
100 | 1 |
_aJones, Steven E., _d1959- _923358 |
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245 | 1 | 0 |
_aCodename revolution : _bthe Nintendo WII platform / _cSteven E. Jones and George K. Thiruvathukal. |
264 | 1 |
_aCambridge, Massachusetts : _bMIT Press, _cc2012. |
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264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2012] |
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300 |
_a1 PDF (x, 204 pages) : _billustrations. |
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336 |
_atext _2rdacontent |
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337 |
_aelectronic _2isbdmedia |
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338 |
_aonline resource _2rdacarrier |
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490 | 1 | _aPlatform studies | |
504 | _aIncludes bibliographical references and index. | ||
506 | 1 | _aRestricted to subscribers or individual electronic text purchasers. | |
520 | _aThe Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or "Wiimote") play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo's distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming--which eventually led to the release of Sony's Move and Microsoft's Kinect--to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture. | ||
530 | _aAlso available in print. | ||
538 | _aMode of access: World Wide Web | ||
588 | _aDescription based on PDF viewed 12/23/2015. | ||
650 | 0 |
_aNintendo Wii video games. _923359 |
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650 | 0 |
_aVideo games _xSocial aspects. _923360 |
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655 | 0 |
_aElectronic books. _93294 |
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700 | 1 |
_aThiruvathukal, George K. _q(George Kuriakose) _923361 |
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710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _923362 |
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710 | 2 |
_aMIT Press, _epublisher. _923363 |
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776 | 0 | 8 |
_iPrint version _z9780262016803 |
830 | 0 |
_aPlatform studies. _921418 |
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856 | 4 | 2 |
_3Abstract with links to resource _uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6267541 |
942 | _cEBK | ||
999 |
_c73194 _d73194 |