{"title":"Game After: A Cultural Study of Video Game Afterlife","authors":"Thomas H. Rousse","doi":"10.5860/choice.52-0099","DOIUrl":null,"url":null,"abstract":"Game After: A Cultural Study of Video Game AfterlifeRaiford Guins Cambridge, MA: MIT Press, 2014. Appendix, notes, bibliography, index. 376 pp. $35.00 cloth. ISBN: 9780262019989A new generation of video game historians must preserve the medium's heritage before it disappears. In Raiford Guins's compelling journey as an adventuring media archaeologist, arcade machines from the heyday of arcade video games are an endangered species: they rot away in dumps, corrode on beachfront boardwalks, and succumb to the indignities of a ceaseless tide of button mashing without the care to keep them running. While threatened in the wild, some fortunate games have been removed from their natural habitats and placed into preserves ranging from museums, private collections, and historically minded arcades. By exploring and documenting the many ways in which people and institutions preserve digital games, Guins challenges the status quo of game history, surveys, and underused artifacts and archives in the United States, and invites others to follow in his footsteps to write a richer history of video gaming. Crucially, Guins's project is not to engage with games-as-artifacts merely to recapture the authenticity of the play experience at the moment of its release as a consumer product. Instead, he seeks to trace the path of games as they travel through time and space and in so doing take on different meanings, cultural environs, values, and epistemologies.Following Erkki Huhtamo, Guins chides video game historians for not moving beyond the \"chronicle era,\" (p. 22) characterized by collecting information from written sources often provided by manufacturers or regurgitated by the enthusiast press with little analysis or theoretical motivation. In opposition to the written accounts of early game history, Guins provides an overview of the collection and presentation of games in museums in chapter 1, using the remains of the Atari Pong prototype from 1972 (the harbinger of the coin-operated video game industry) as an exemplary iconic object and Ralph Baer's fragile \"Brown Box\" prototype (the origin of the home console) as a treasured object held but not displayed. In chapter 2, he challenges scholars to engage with archival resources in research libraries and material history- especially extant games and their contemporaneous ephemera and documentation- by providing an overview of major game archives and interviews with the librarians and curators who tend them. For scholars interested in working in video game history, this section provides an invaluable road map to moving beyond industry chronicles and towards in-depth study of gaming's material culture.The remainder of the book focuses not on resources suited to the learned scholar but of the role video games play out in the world after their release, a vital part of the \"afterlife\" of a product of consumer society. Despite their purported technological obsolescence, games from decades past have been taken up by enthusiasts and proponents of video game culture in travelling exhibits like Videotopia, \"musecades\" like the American Classic Arcade Museum at Fun Spot, private collections like Supercade, fan histories like the International Arcade Museum, and collector exhibitions of classic and rare games like California Extreme. …","PeriodicalId":45727,"journal":{"name":"American Journal of Play","volume":null,"pages":null},"PeriodicalIF":0.6000,"publicationDate":"2015-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"37","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"American Journal of Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5860/choice.52-0099","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"SOCIAL SCIENCES, INTERDISCIPLINARY","Score":null,"Total":0}
引用次数: 37
Abstract
Game After: A Cultural Study of Video Game AfterlifeRaiford Guins Cambridge, MA: MIT Press, 2014. Appendix, notes, bibliography, index. 376 pp. $35.00 cloth. ISBN: 9780262019989A new generation of video game historians must preserve the medium's heritage before it disappears. In Raiford Guins's compelling journey as an adventuring media archaeologist, arcade machines from the heyday of arcade video games are an endangered species: they rot away in dumps, corrode on beachfront boardwalks, and succumb to the indignities of a ceaseless tide of button mashing without the care to keep them running. While threatened in the wild, some fortunate games have been removed from their natural habitats and placed into preserves ranging from museums, private collections, and historically minded arcades. By exploring and documenting the many ways in which people and institutions preserve digital games, Guins challenges the status quo of game history, surveys, and underused artifacts and archives in the United States, and invites others to follow in his footsteps to write a richer history of video gaming. Crucially, Guins's project is not to engage with games-as-artifacts merely to recapture the authenticity of the play experience at the moment of its release as a consumer product. Instead, he seeks to trace the path of games as they travel through time and space and in so doing take on different meanings, cultural environs, values, and epistemologies.Following Erkki Huhtamo, Guins chides video game historians for not moving beyond the "chronicle era," (p. 22) characterized by collecting information from written sources often provided by manufacturers or regurgitated by the enthusiast press with little analysis or theoretical motivation. In opposition to the written accounts of early game history, Guins provides an overview of the collection and presentation of games in museums in chapter 1, using the remains of the Atari Pong prototype from 1972 (the harbinger of the coin-operated video game industry) as an exemplary iconic object and Ralph Baer's fragile "Brown Box" prototype (the origin of the home console) as a treasured object held but not displayed. In chapter 2, he challenges scholars to engage with archival resources in research libraries and material history- especially extant games and their contemporaneous ephemera and documentation- by providing an overview of major game archives and interviews with the librarians and curators who tend them. For scholars interested in working in video game history, this section provides an invaluable road map to moving beyond industry chronicles and towards in-depth study of gaming's material culture.The remainder of the book focuses not on resources suited to the learned scholar but of the role video games play out in the world after their release, a vital part of the "afterlife" of a product of consumer society. Despite their purported technological obsolescence, games from decades past have been taken up by enthusiasts and proponents of video game culture in travelling exhibits like Videotopia, "musecades" like the American Classic Arcade Museum at Fun Spot, private collections like Supercade, fan histories like the International Arcade Museum, and collector exhibitions of classic and rare games like California Extreme. …
《Game After: A Cultural Study of Video Game afterlife》作者:aiford Guins,剑桥,麻省理工学院出版社,2014年。附录、注释、参考书目、索引。376页,35美元布。新一代的电子游戏历史学家必须在这种媒体消失之前保护它的遗产。在作为一名冒险媒体考古学家的Raiford Guins的引人入胜的旅程中,街机电子游戏鼎盛时期的街机是一种濒临灭绝的物种:它们在垃圾堆里腐烂,在海滨的木栈道上腐蚀,并屈服于不断敲击按钮的浪潮的侮辱,而没有注意保持它们的运行。尽管在野外受到威胁,一些幸运的游戏已经从它们的自然栖息地移走,并被放置在博物馆,私人收藏和历史悠久的拱廊等保护区内。通过探索和记录人们和机构保存数字游戏的多种方式,Guins挑战了美国游戏历史、调查和未充分利用的文物和档案的现状,并邀请其他人跟随他的脚步,撰写更丰富的电子游戏历史。最重要的是,Guins的项目并不是将游戏当成人工制品,只是为了在游戏作为消费产品发行时重新获得游戏体验的真实性。相反,他试图追踪游戏穿越时间和空间的路径,从而呈现出不同的含义、文化环境、价值观和认识论。在Erkki Huhtamo之后,Guins指责电子游戏历史学家没有超越“编年史时代”,其特点是收集来自制造商提供的书面资料或来自狂热媒体的信息,缺乏分析或理论动机。与早期游戏历史的书面叙述相反,Guins在第一章中概述了博物馆中游戏的收藏和展示,将1972年的Atari Pong原型(投币电子游戏产业的先驱)作为典型的标志性物品,并将Ralph Baer的脆弱的“Brown Box”原型(家用游戏机的起源)作为珍藏物品。在第二章中,他向学者们提出了挑战,要求他们参与研究图书馆和材料历史中的档案资源——特别是现存游戏及其同时代的短暂记录和文件——通过提供主要游戏档案的概述,以及对管理这些档案的图书管理员和策展人的采访。对于那些有兴趣研究电子游戏历史的学者来说,这一节提供了一张宝贵的路线图,让他们能够超越行业编年史,深入研究游戏的物质文化。这本书的其余部分并没有关注那些适合学识渊博的学者的资源,而是关注电子游戏在发行后在世界上所扮演的角色,这是消费社会产品“来世”的重要组成部分。尽管过去几十年的游戏在技术上已经过时了,但它们还是被电子游戏文化的狂热者和支持者所接受,比如Videotopia这样的巡回展览,Fun Spot的美国经典街机博物馆这样的“博物馆”,Supercade这样的私人收藏,国际街机博物馆这样的粉丝历史,以及California Extreme这样的经典和稀有游戏的收藏家展览。…