000 03413nam a2200505 i 4500
001 6267541
003 IEEE
005 20220712204734.0
006 m o d
007 cr |n|||||||||
008 151223s2012 maua ob 001 eng d
020 _a9780262301312
_qelectronic
020 _z0262301318
_qelectronic
020 _z9780262016803
_qprint
035 _a(CaBNVSL)mat06267541
035 _a(IDAMS)0b000064818b4591
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.17.S63
_bJ66 2012eb
082 0 4 _a794.8
_223
100 1 _aJones, Steven E.,
_d1959-
_923358
245 1 0 _aCodename revolution :
_bthe Nintendo WII platform /
_cSteven E. Jones and George K. Thiruvathukal.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_cc2012.
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2012]
300 _a1 PDF (x, 204 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
490 1 _aPlatform studies
504 _aIncludes bibliographical references and index.
506 1 _aRestricted to subscribers or individual electronic text purchasers.
520 _aThe 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.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
588 _aDescription based on PDF viewed 12/23/2015.
650 0 _aNintendo Wii video games.
_923359
650 0 _aVideo games
_xSocial aspects.
_923360
655 0 _aElectronic books.
_93294
700 1 _aThiruvathukal, George K.
_q(George Kuriakose)
_923361
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_923362
710 2 _aMIT Press,
_epublisher.
_923363
776 0 8 _iPrint version
_z9780262016803
830 0 _aPlatform studies.
_921418
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6267541
942 _cEBK
999 _c73194
_d73194