1 option
Atari design : impressions on coin-operated video game machines / Raiford Guins.
- Format:
- Book
- Author/Creator:
- Guins, Raiford, author.
- Series:
- Cultural histories of design.
- Cultural histories of design
- Language:
- English
- Subjects (All):
- Video games--Equipment and supplies--History.
- Video games.
- Video games--Design--History.
- Coin-operated machines--History.
- Coin-operated machines.
- Atari (U.S.) Corp--History.
- Atari (U.S.) Corp.
- Physical Description:
- 1 online resource (281 pages) : illustrations.
- Edition:
- First edition
- Place of Publication:
- London. England : Bloomsbury Publishing, 2021.
- System Details:
- text file
- HTML
- Summary:
- "Drawing from deep archival research and extensive interviews, Atari Design is a rich, historical study of how Atari's industrial and graphic designers contributed to the development of the coin-op cabinet. Innovative game design played a key role in the growth of Atari - from Pong to Asteroids and beyond - but fun, challenging and exciting game play was not unique to the famous Silicon Valley company. What set it apart from its competitors was innovation in cabinet design. Atari did not just make games, it designed products for environments. With "tasteful packaging", Atari exceeded traditional locations like bars, amusement parks and arcades, developing the look and feel of their game cabinets for new locations such as fast food restaurants, department stores, country clubs, university unions, and airports, making game-play a ubiquitous social and cultural experience. By actively shaping the interaction between user and machine, overcoming styling limitations and generating a distinct corporate identity, Atari designed products that impacted the everyday visual and material culture of the late 20th century. Design was never an afterthought at Atari"-- Provided by publisher.
- Contents:
- Ignition: Advanced Electronics and Styling
- Zero to 60 in 25¢
- Design History of Video Games
- 1. Game Design is Inadequate
- 2. Platform Studies Doesn't Scratch These Surfaces
- 3. Coin-op Video Games Machines are Complex Artifacts
- 4. Cabinet Design is Design
- Taking Anonymous History for a Spin
- Chapter I: Start With a Clean Piece of Paper
- Man, that thing needs some help
- BEAUTIFUL SPACE-AGE CABINET: A Plasticine Moment
- Low Key Cabinet, Suitable for Sophisticated Locations: The Veneer of Game History
- Never Leave Well Enough Alone...
- Chapter II: Come and Play Me
- Far Out
- More Than a Box
- Independent Functionality, or Designing "Atari Style"
- 2 Game Module, or On the Importance of Not Shitting in the Punchbowl
- Project Development, or Everything You Wanted to Know About Video Pinball (But Never Thought to Ask an Industrial Designer)
- Chapter III: Happy Stuff
- Uncabinet
- Good Design is Good for (the Coin-Op) Business
- Cabinets as Graphically Design Products
- Chapter IV: A Kinesthetic World of Shapes and Color
- Bold Impact
- As you get Excited you Start to Hug the Game
- Environmental Communication
- Communicative Environments
- Chapter V: Shifting Gears
- Parking Brake: Look Beyond Finished Form.
- Notes:
- Includes bibliographical references.
- ISBN:
- 9781474284530
- 1474284531
- 9781474284523
- 1474284523
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.