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Codename Revolution (The Nintendo Wii Platform) - 9780262553780

List Price: $30.00
SKU:
9780262553780
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  • Product Details

    Author:
    Steven E. Jones, George K. Thiruvathukal
    Format:
    Paperback
    Pages:
    216
    Publisher:
    MIT Press (December 17, 2024)
    Language:
    English
    Audience:
    General/trade
    ISBN-13:
    9780262553780
    ISBN-10:
    0262553783
    Weight:
    16oz
    Dimensions:
    6" x 9"
    File:
    RandomHouse-PRH_Book_Company_PRH_PRT_Onix_full_active_D20260405T163601_155746737-20260405.xml
    Folder:
    RandomHouse
    List Price:
    $30.00
    Country of Origin:
    United States
    Pub Discount:
    65
    Series:
    Platform Studies
    Case Pack:
    24
    As low as:
    $23.10
    Publisher Identifier:
    P-RH
    Discount Code:
    A
    QuickShip:
    Yes
    Imprint:
    The MIT Press
  • Overview

    Nintendo's hugely popular and influential video game console system considered as technological device and social phenomenon.

    The 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.