"Explores the work of Eugene Jarvis, designer of the wildly-successful arcade games Defender, Robotron: 2084, NARC, Smash TV, and Cruis'n USA, among others. Jarvis's video games offer design lessons in how to craft coin-operated game machines that survived and thrived even as the arcade was disappearing from the American landscape. Drawing upon interviews with Jarvis and his collaborators, scholarly reflections on game design, historic industry data, and archival documents, this book shows that Jarvis is the unparalleled 'King of the Arcade' for his ability to craft gameplay experiences that…mehr
"Explores the work of Eugene Jarvis, designer of the wildly-successful arcade games Defender, Robotron: 2084, NARC, Smash TV, and Cruis'n USA, among others. Jarvis's video games offer design lessons in how to craft coin-operated game machines that survived and thrived even as the arcade was disappearing from the American landscape. Drawing upon interviews with Jarvis and his collaborators, scholarly reflections on game design, historic industry data, and archival documents, this book shows that Jarvis is the unparalleled 'King of the Arcade' for his ability to craft gameplay experiences that cannot be replicated on home consoles or personal computers"--Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Matthew Thomas Payne is Associate Professor of Film, Television, and Theatre at the University of Notre Dame in South Bend, Indiana, USA. He is author of Playing War: Military Video Games after 9/ 11 (2016), co-author of Ultima & Worldbuilding in the Computer Role-Playing Game (2024) and is co-editor of How to Play Video Games (2019), Flow TV: Television in the Age of Media Convergence (2011) and Joystick Soldiers: The Politics of Play in Military Video Games (2009).
Inhaltsangabe
Preface Foreword Acknowledgements 1. Introduction: Sex, Drugs, and Arcade sploitation 2. Challenging Design: The Making of Defender 3. Designing Challenges: Post Defender Difficulty and the Rise of the Arcader 4. Coin Op Carnivalesque and Digitized Dystopias 5. Coin opted Attractions in the Post Arcade Era 6. In His Own Words: A Conversation with Eugene Jarvis 7. Conclusion: King of the Arcade Gameography References Index
Preface Foreword Acknowledgements 1. Introduction: Sex, Drugs, and Arcade sploitation 2. Challenging Design: The Making of Defender 3. Designing Challenges: Post Defender Difficulty and the Rise of the Arcader 4. Coin Op Carnivalesque and Digitized Dystopias 5. Coin opted Attractions in the Post Arcade Era 6. In His Own Words: A Conversation with Eugene Jarvis 7. Conclusion: King of the Arcade Gameography References Index
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