Call for Papers to the international conference “The Philosophy of Computer Games 2011″,
to be held in Athens, Greece, on April 6th-9th 2011. Accepted papers will have a clear focus
on philosophy and philosophical issues in relation to computer games. They will also attempt
to use specific examples rather than merely invoke “computer games” in general terms. The
over-arching theme of the conference is Player Identity.
Deadline for submissions is 17.00 GMT, February 1st, 2011.
Send your abstract to submissions@gamephilosophy.org.
For more info http://2011.gamephilosophy.org/
Showing posts with label game histories. Show all posts
Showing posts with label game histories. Show all posts
Wednesday, January 26, 2011
Conference "The Philosophy of Computer Games", Athens, April 2011
Labels:
announcement,
computer games,
conference,
game histories,
games
Monday, July 5, 2010
Original Pacman sketches

Original Pacman sketches from Toru Iwatani.
http://control-online.nl/gamesindustrie/2010/06/22/iwatani-toont-gamesgeschiedenis-in-meest-pure-vorm/
Labels:
Art Game Studies,
game histories,
games
Tuesday, June 15, 2010
Amiga Gaming Retrospective
Jeremy Reimer on ArsTechnica:
"The Amiga was born a game machine, but it entered a world where the video game industry was well-established and changing rapidly. Long gone were the days where a lone coder would stay up all night in his basement for six weeks and bang out a hit for the Atari 2600. Even the younger and smaller computer game industry had moved far beyond Roberta Williams putting floppy disks into ziplock bags and answering phone calls from players in her kitchen. The success of the Commodore 64 (and on the other side of the pond, the Sinclair Spectrum) meant that more money was available for computer game development, and it was a good thing too, as the more powerful 16-bit machines were starting to seriously test the limits of a one-man development team. For the first time, specialized careers were starting to emerge in game development. The Amiga's rich, 4096-color palette demanded people who were skilled artistically to create the sprites and backgrounds. The four-channel sampled sound chip cried out for musicians to make it sing. The larger size and complexity of the games required that someone other than the programmers be asked to test the games before they were released."
[read on]
"The Amiga was born a game machine, but it entered a world where the video game industry was well-established and changing rapidly. Long gone were the days where a lone coder would stay up all night in his basement for six weeks and bang out a hit for the Atari 2600. Even the younger and smaller computer game industry had moved far beyond Roberta Williams putting floppy disks into ziplock bags and answering phone calls from players in her kitchen. The success of the Commodore 64 (and on the other side of the pond, the Sinclair Spectrum) meant that more money was available for computer game development, and it was a good thing too, as the more powerful 16-bit machines were starting to seriously test the limits of a one-man development team. For the first time, specialized careers were starting to emerge in game development. The Amiga's rich, 4096-color palette demanded people who were skilled artistically to create the sprites and backgrounds. The four-channel sampled sound chip cried out for musicians to make it sing. The larger size and complexity of the games required that someone other than the programmers be asked to test the games before they were released."
[read on]
Labels:
Art Game Studies,
game histories,
games
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