Codename revolution :: the Nintendo WII platform /
The 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...
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Cambridge, Mass. :
MIT Press,
©2012.
|
Schriftenreihe: | Platform studies.
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | The 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 |
Beschreibung: | 1 online resource (x, 204 pages :) |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9780262301312 0262301318 6613594555 9786613594556 |
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245 | 1 | 0 | |a Codename revolution : |b the Nintendo WII platform / |c Steven E. Jones and George K. Thiruvathukal. |
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504 | |a Includes bibliographical references and index. | ||
588 | 0 | |a Print version record. | |
520 | |a The 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 | ||
505 | 0 | |a Series Foreword -- Acknowledgments -- Chapter 1. Introduction: Starting with Revolution: The Wii as a Platform -- Our Approach -- Cross-Platform Mario -- The Book's Plan -- Chapter 2. "Power Isn't Everything": The Wii Console -- Form Factor and Technical Architecture -- Power (Constraints) -- Red Steel 2 -- Power (Efficiencies) -- Chapter 3. Core Controller: The Wii Remote -- Form Factor and Technology -- The MotionPlus Attachment -- Wii Sports Resort -- WarioWare: Smooth Moves -- The Wii Remote as Magic Crayon -- The Wii Remote as Mouse -- Chapter 4. Active at the Periphery: The Wii Balance Board -- Form Factor and Technology -- Wii Balance Board as a Game Controller -- Wii Vitality Sensor: Capturing the Player's Internal State -- Wii Fit Plus ("Measuring") -- Player Space ("Adequate Space Required") -- The Magic Circle and Miniature Garden -- The Living Room as Player Space (Wii no Ma) -- Chapter 5. Channeling the System: Access, Distribution, and Transmission -- The Television Metaphor (a Menu of Channels) -- Channeling the System -- Distribution: The Virtual Console -- Distribution: WiiWare -- World of Goo (via WiiWare) -- WarioWare D.I.Y. (for DS and WiiWare) -- Internet Channel -- Homebrew Channel: The Platform's Edge -- Chapter 6. "Wii Is for Everyone": A Social Platform -- Degrees of Openness -- Some Wii Mods and Hacks -- Wii Social Games -- The Wii as a Social Platform -- Chapter 7. After the Revolution -- Turning the Blue Ocean Red -- A Software Phase -- Emerging and Converging Technologies -- The Absence of an Object? -- Notes -- Bibliography -- Index. | |
650 | 0 | |a Video games |x Social aspects. | |
650 | 0 | |a Nintendo Wii video games. |0 http://id.loc.gov/authorities/subjects/sh2007007398 | |
650 | 6 | |a Jeux vidéo |x Aspect social. | |
650 | 6 | |a Jeux vidéo Nintendo Wii. | |
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650 | 7 | |a Video games |x Social aspects |2 fast | |
653 | |a GAME STUDIES/General | ||
653 | |a CULTURAL STUDIES/Popular Culture | ||
653 | |a SOCIAL SCIENCES/Media Studies | ||
655 | 7 | |a Nintendo Wii video games. |2 lcgft | |
700 | 1 | |a Thiruvathukal, George K. |q (George Kuriakose) |1 https://id.oclc.org/worldcat/entity/E39PCjGVCCJ4VdDc43btQcHhRC |0 http://id.loc.gov/authorities/names/no00089336 | |
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DE-BY-FWS_katkey | ZDB-4-EBA-ocn778564485 |
---|---|
_version_ | 1813903429376933888 |
adam_text | |
any_adam_object | |
author | Jones, Steven E. (Steven Edward) |
author2 | Thiruvathukal, George K. (George Kuriakose) |
author2_role | |
author2_variant | g k t gk gkt |
author_GND | http://id.loc.gov/authorities/names/n91055616 http://id.loc.gov/authorities/names/no00089336 |
author_facet | Jones, Steven E. (Steven Edward) Thiruvathukal, George K. (George Kuriakose) |
author_role | |
author_sort | Jones, Steven E. |
author_variant | s e j se sej |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
callnumber-raw | GV1469.17.S63 J66 2012eb |
callnumber-search | GV1469.17.S63 J66 2012eb |
callnumber-sort | GV 41469.17 S63 J66 42012EB |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-4-EBA |
contents | Series Foreword -- Acknowledgments -- Chapter 1. Introduction: Starting with Revolution: The Wii as a Platform -- Our Approach -- Cross-Platform Mario -- The Book's Plan -- Chapter 2. "Power Isn't Everything": The Wii Console -- Form Factor and Technical Architecture -- Power (Constraints) -- Red Steel 2 -- Power (Efficiencies) -- Chapter 3. Core Controller: The Wii Remote -- Form Factor and Technology -- The MotionPlus Attachment -- Wii Sports Resort -- WarioWare: Smooth Moves -- The Wii Remote as Magic Crayon -- The Wii Remote as Mouse -- Chapter 4. Active at the Periphery: The Wii Balance Board -- Form Factor and Technology -- Wii Balance Board as a Game Controller -- Wii Vitality Sensor: Capturing the Player's Internal State -- Wii Fit Plus ("Measuring") -- Player Space ("Adequate Space Required") -- The Magic Circle and Miniature Garden -- The Living Room as Player Space (Wii no Ma) -- Chapter 5. Channeling the System: Access, Distribution, and Transmission -- The Television Metaphor (a Menu of Channels) -- Channeling the System -- Distribution: The Virtual Console -- Distribution: WiiWare -- World of Goo (via WiiWare) -- WarioWare D.I.Y. (for DS and WiiWare) -- Internet Channel -- Homebrew Channel: The Platform's Edge -- Chapter 6. "Wii Is for Everyone": A Social Platform -- Degrees of Openness -- Some Wii Mods and Hacks -- Wii Social Games -- The Wii as a Social Platform -- Chapter 7. After the Revolution -- Turning the Blue Ocean Red -- A Software Phase -- Emerging and Converging Technologies -- The Absence of an Object? -- Notes -- Bibliography -- Index. |
ctrlnum | (OCoLC)778564485 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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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</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Series Foreword -- Acknowledgments -- Chapter 1. Introduction: Starting with Revolution: The Wii as a Platform -- Our Approach -- Cross-Platform Mario -- The Book's Plan -- Chapter 2. "Power Isn't Everything": The Wii Console -- Form Factor and Technical Architecture -- Power (Constraints) -- Red Steel 2 -- Power (Efficiencies) -- Chapter 3. Core Controller: The Wii Remote -- Form Factor and Technology -- The MotionPlus Attachment -- Wii Sports Resort -- WarioWare: Smooth Moves -- The Wii Remote as Magic Crayon -- The Wii Remote as Mouse -- Chapter 4. Active at the Periphery: The Wii Balance Board -- Form Factor and Technology -- Wii Balance Board as a Game Controller -- Wii Vitality Sensor: Capturing the Player's Internal State -- Wii Fit Plus ("Measuring") -- Player Space ("Adequate Space Required") -- The Magic Circle and Miniature Garden -- The Living Room as Player Space (Wii no Ma) -- Chapter 5. Channeling the System: Access, Distribution, and Transmission -- The Television Metaphor (a Menu of Channels) -- Channeling the System -- Distribution: The Virtual Console -- Distribution: WiiWare -- World of Goo (via WiiWare) -- WarioWare D.I.Y. (for DS and WiiWare) -- Internet Channel -- Homebrew Channel: The Platform's Edge -- Chapter 6. "Wii Is for Everyone": A Social Platform -- Degrees of Openness -- Some Wii Mods and Hacks -- Wii Social Games -- The Wii as a Social Platform -- Chapter 7. 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genre | Nintendo Wii video games. lcgft |
genre_facet | Nintendo Wii video games. |
id | ZDB-4-EBA-ocn778564485 |
illustrated | Illustrated |
indexdate | 2024-10-25T16:18:32Z |
institution | BVB |
isbn | 9780262301312 0262301318 6613594555 9786613594556 |
language | English |
oclc_num | 778564485 |
open_access_boolean | |
owner | MAIN |
owner_facet | MAIN |
physical | 1 online resource (x, 204 pages :) |
psigel | ZDB-4-EBA |
publishDate | 2012 |
publishDateSearch | 2012 |
publishDateSort | 2012 |
publisher | MIT Press, |
record_format | marc |
series | Platform studies. |
series2 | Platform studies |
spelling | Jones, Steven E. (Steven Edward) https://id.oclc.org/worldcat/entity/E39PCjH6PHXT4fjyfXPyMJXb8d http://id.loc.gov/authorities/names/n91055616 Codename revolution : the Nintendo WII platform / Steven E. Jones and George K. Thiruvathukal. Cambridge, Mass. : MIT Press, ©2012. 1 online resource (x, 204 pages :) text txt rdacontent computer c rdamedia online resource cr rdacarrier polychrome. rdacc http://rdaregistry.info/termList/RDAColourContent/1003 data file Platform studies Includes bibliographical references and index. Print version record. The 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 Series Foreword -- Acknowledgments -- Chapter 1. Introduction: Starting with Revolution: The Wii as a Platform -- Our Approach -- Cross-Platform Mario -- The Book's Plan -- Chapter 2. "Power Isn't Everything": The Wii Console -- Form Factor and Technical Architecture -- Power (Constraints) -- Red Steel 2 -- Power (Efficiencies) -- Chapter 3. Core Controller: The Wii Remote -- Form Factor and Technology -- The MotionPlus Attachment -- Wii Sports Resort -- WarioWare: Smooth Moves -- The Wii Remote as Magic Crayon -- The Wii Remote as Mouse -- Chapter 4. Active at the Periphery: The Wii Balance Board -- Form Factor and Technology -- Wii Balance Board as a Game Controller -- Wii Vitality Sensor: Capturing the Player's Internal State -- Wii Fit Plus ("Measuring") -- Player Space ("Adequate Space Required") -- The Magic Circle and Miniature Garden -- The Living Room as Player Space (Wii no Ma) -- Chapter 5. Channeling the System: Access, Distribution, and Transmission -- The Television Metaphor (a Menu of Channels) -- Channeling the System -- Distribution: The Virtual Console -- Distribution: WiiWare -- World of Goo (via WiiWare) -- WarioWare D.I.Y. (for DS and WiiWare) -- Internet Channel -- Homebrew Channel: The Platform's Edge -- Chapter 6. "Wii Is for Everyone": A Social Platform -- Degrees of Openness -- Some Wii Mods and Hacks -- Wii Social Games -- The Wii as a Social Platform -- Chapter 7. After the Revolution -- Turning the Blue Ocean Red -- A Software Phase -- Emerging and Converging Technologies -- The Absence of an Object? -- Notes -- Bibliography -- Index. Video games Social aspects. Nintendo Wii video games. http://id.loc.gov/authorities/subjects/sh2007007398 Jeux vidéo Aspect social. Jeux vidéo Nintendo Wii. GAMES Video & Electronic. bisacsh Nintendo Wii video games fast Video games Social aspects fast GAME STUDIES/General CULTURAL STUDIES/Popular Culture SOCIAL SCIENCES/Media Studies Nintendo Wii video games. lcgft Thiruvathukal, George K. (George Kuriakose) https://id.oclc.org/worldcat/entity/E39PCjGVCCJ4VdDc43btQcHhRC http://id.loc.gov/authorities/names/no00089336 has work: Codename revolution (Text) https://id.oclc.org/worldcat/entity/E39PCFWfxC6DJbpjCRHfg3pgcd https://id.oclc.org/worldcat/ontology/hasWork Print version: Codename revolution. Cambridge, Mass. : MIT Press, ©2012 9780262016803 (DLC) 2011026378 (OCoLC)741937605 Platform studies. http://id.loc.gov/authorities/names/no2009008980 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=437026 Volltext CBO01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=437026 Volltext |
spellingShingle | Jones, Steven E. (Steven Edward) Codename revolution : the Nintendo WII platform / Platform studies. Series Foreword -- Acknowledgments -- Chapter 1. Introduction: Starting with Revolution: The Wii as a Platform -- Our Approach -- Cross-Platform Mario -- The Book's Plan -- Chapter 2. "Power Isn't Everything": The Wii Console -- Form Factor and Technical Architecture -- Power (Constraints) -- Red Steel 2 -- Power (Efficiencies) -- Chapter 3. Core Controller: The Wii Remote -- Form Factor and Technology -- The MotionPlus Attachment -- Wii Sports Resort -- WarioWare: Smooth Moves -- The Wii Remote as Magic Crayon -- The Wii Remote as Mouse -- Chapter 4. Active at the Periphery: The Wii Balance Board -- Form Factor and Technology -- Wii Balance Board as a Game Controller -- Wii Vitality Sensor: Capturing the Player's Internal State -- Wii Fit Plus ("Measuring") -- Player Space ("Adequate Space Required") -- The Magic Circle and Miniature Garden -- The Living Room as Player Space (Wii no Ma) -- Chapter 5. Channeling the System: Access, Distribution, and Transmission -- The Television Metaphor (a Menu of Channels) -- Channeling the System -- Distribution: The Virtual Console -- Distribution: WiiWare -- World of Goo (via WiiWare) -- WarioWare D.I.Y. (for DS and WiiWare) -- Internet Channel -- Homebrew Channel: The Platform's Edge -- Chapter 6. "Wii Is for Everyone": A Social Platform -- Degrees of Openness -- Some Wii Mods and Hacks -- Wii Social Games -- The Wii as a Social Platform -- Chapter 7. After the Revolution -- Turning the Blue Ocean Red -- A Software Phase -- Emerging and Converging Technologies -- The Absence of an Object? -- Notes -- Bibliography -- Index. Video games Social aspects. Nintendo Wii video games. http://id.loc.gov/authorities/subjects/sh2007007398 Jeux vidéo Aspect social. Jeux vidéo Nintendo Wii. GAMES Video & Electronic. bisacsh Nintendo Wii video games fast Video games Social aspects fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh2007007398 |
title | Codename revolution : the Nintendo WII platform / |
title_auth | Codename revolution : the Nintendo WII platform / |
title_exact_search | Codename revolution : the Nintendo WII platform / |
title_full | Codename revolution : the Nintendo WII platform / Steven E. Jones and George K. Thiruvathukal. |
title_fullStr | Codename revolution : the Nintendo WII platform / Steven E. Jones and George K. Thiruvathukal. |
title_full_unstemmed | Codename revolution : the Nintendo WII platform / Steven E. Jones and George K. Thiruvathukal. |
title_short | Codename revolution : |
title_sort | codename revolution the nintendo wii platform |
title_sub | the Nintendo WII platform / |
topic | Video games Social aspects. Nintendo Wii video games. http://id.loc.gov/authorities/subjects/sh2007007398 Jeux vidéo Aspect social. Jeux vidéo Nintendo Wii. GAMES Video & Electronic. bisacsh Nintendo Wii video games fast Video games Social aspects fast |
topic_facet | Video games Social aspects. Nintendo Wii video games. Jeux vidéo Aspect social. Jeux vidéo Nintendo Wii. GAMES Video & Electronic. Nintendo Wii video games Video games Social aspects |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=437026 |
work_keys_str_mv | AT jonesstevene codenamerevolutionthenintendowiiplatform AT thiruvathukalgeorgek codenamerevolutionthenintendowiiplatform |