Seeing Red

Nintendo's Virtual Boy

Reeks: Platform Studies

Leesfragment
€20,99
  • The
  • curious
  • history,
  • technology,
  • and
  • technocultural
  • context
  • of
  • Nintendo’s
  • short-lived
  • stereoscopic
  • gaming
  • console,
  • the
  • Virtual
  • Boy.With
  • glowing
  • red
  • stereoscopic
  • 3D
  • graphics,
  • the
  • Virtual
  • Boy
  • cast
  • a
  • prophetic
  • hue:
  • Shortly
  • after
  • its
  • release
  • in
  • 1995,
  • Nintendo's
  • balance
  • sheet
  • for
  • the
  • product
  • was
  • "in
  • the
  • red"
  • as
  • well.
  • Of
  • all
  • the
  • innovative
  • long
  • shots
  • the
  • game
  • industry
  • has
  • witnessed
  • over
  • the
  • years,
  • perhaps
  • the
  • most
  • infamous
  • and
  • least
  • understood
  • was
  • the
  • Virtual
  • Boy.
  • Why
  • the
  • Virtual
  • Boy
  • failed,
  • and
  • where
  • it
  • succeeded,
  • are
  • questions
  • that
  • video
  • game
  • experts
  • José
  • Zagal
  • and
  • Benj
  • Edwards
  • explore
  • in
  • Seeing
  • Red,
  • but
  • even
  • more
  • interesting
  • to
  • the
  • authors
  • is
  • what
  • the
  • platform
  • actually
  • was:
  • what
  • it
  • promised,
  • how
  • it
  • worked,
  • and
  • where
  • it
  • fit
  • into
  • the
  • story
  • of
  • gaming.Nintendo
  • released
  • the
  • Virtual
  • Boy
  • as
  • a
  • standalone
  • table-top
  • device
  • in
  • 1995—and
  • quickly
  • discontinued
  • it
  • after
  • lackluster
  • sales
  • and
  • a
  • lukewarm
  • critical
  • reception.
  • In
  • Seeing
  • Red,
  • Zagal
  • and
  • Edwards
  • examine
  • the
  • device's
  • technical
  • capabilities,
  • its
  • games,
  • and
  • the
  • cultural
  • context
  • in
  • the
  • US
  • in
  • the
  • 1990s
  • when
  • Nintendo
  • developed
  • and
  • released
  • the
  • unusual
  • console.
  • The
  • Virtual
  • Boy,
  • in
  • their
  • account,
  • built
  • upon
  • and
  • extended
  • an
  • often-forgotten
  • historical
  • tradition
  • of
  • immersive
  • layered
  • dioramas
  • going
  • back
  • 100
  • years
  • that
  • was
  • largely
  • unexplored
  • in
  • video
  • games
  • at
  • the
  • time.
  • The
  • authors
  • also
  • show
  • how
  • the
  • platform's
  • library
  • of
  • games
  • conveyed
  • a
  • distinct
  • visual
  • aesthetic
  • style
  • that
  • has
  • not
  • been
  • significantly
  • explored
  • since
  • the
  • Virtual
  • Boy's
  • release,
  • having
  • been
  • superseded
  • by
  • polygonal
  • 3D
  • graphics.
  • The
  • platform's
  • meaning,
  • they
  • contend,
  • lies
  • as
  • much
  • in
  • its
  • design
  • and
  • technical
  • capabilities
  • and
  • affordances
  • as
  • it
  • does
  • in
  • an
  • audience's
  • perception
  • of
  • those
  • capabilities.Offering
  • rare
  • insight
  • into
  • how
  • we
  • think
  • about
  • video
  • game
  • platforms,
  • Seeing
  • Red
  • illustrates
  • where
  • perception
  • and
  • context
  • come,
  • quite
  • literally,
  • into play.
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