The Resource Codename revolution : the Nintendo WII platform, Steven E. Jones and George K. Thiruvathukal
Codename revolution : the Nintendo WII platform, Steven E. Jones and George K. Thiruvathukal
Resource Information
The item Codename revolution : the Nintendo WII platform, Steven E. Jones and George K. Thiruvathukal represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Missouri Libraries.This item is available to borrow from 1 library branch.
Resource Information
The item Codename revolution : the Nintendo WII platform, Steven E. Jones and George K. Thiruvathukal represents a specific, individual, material embodiment of a distinct intellectual or artistic creation found in University of Missouri Libraries.
This item is available to borrow from 1 library branch.
- Summary
- 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
- Language
- eng
- Extent
- 1 online resource (x, 204 pages)
- Contents
-
- Series Foreword
- Acknowledgments
- Chapter 1. Introduction: Starting with Revolution: The Wii as a Platform
- Our Approach
- Cross-Platform Mario
- The Book's Plan
- Chapter 2. "Power Isn't Everything": The Wii Console
- Form Factor and Technical Architecture
- Power (Constraints)
- Red Steel 2
- Power (Efficiencies)
- Chapter 3. Core Controller: The Wii Remote
- Form Factor and Technology
- The MotionPlus Attachment
- Wii Sports Resort
- WarioWare: Smooth Moves
- The Wii Remote as Magic Crayon
- The Wii Remote as Mouse
- Chapter 4. Active at the Periphery: The Wii Balance Board
- Form Factor and Technology
- Wii Balance Board as a Game Controller
- Wii Vitality Sensor: Capturing the Player's Internal State
- Wii Fit Plus ("Measuring")
- Player Space ("Adequate Space Required")
- The Magic Circle and Miniature Garden
- The Living Room as Player Space (Wii no Ma)
- Chapter 5. Channeling the System: Access, Distribution, and Transmission
- The Television Metaphor (a Menu of Channels)
- Channeling the System
- Distribution: The Virtual Console
- Distribution: WiiWare
- World of Goo (via WiiWare)
- WarioWare D.I.Y. (for DS and WiiWare)
- Internet Channel
- Homebrew Channel: The Platform's Edge
- Chapter 6. "Wii Is for Everyone": A Social Platform
- Degrees of Openness
- Some Wii Mods and Hacks
- Wii Social Games
- The Wii as a Social Platform
- Chapter 7. After the Revolution
- Turning the Blue Ocean Red
- A Software Phase
- Emerging and Converging Technologies
- The Absence of an Object?
- Notes
- Bibliography
- Index
- Isbn
- 9786613594556
- Label
- Codename revolution : the Nintendo WII platform
- Title
- Codename revolution
- Title remainder
- the Nintendo WII platform
- Statement of responsibility
- Steven E. Jones and George K. Thiruvathukal
- Subject
-
- CULTURAL STUDIES/Popular Culture
- Electronic book
- Electronic books
- Electronic books
- Electronic books
- GAME STUDIES/General
- GAMES -- Video & Electronic
- Nintendo Wii video games
- Nintendo Wii video games
- Nintendo Wii video games
- SOCIAL SCIENCES/Media Studies
- Video games -- Social aspects
- Video games -- Social aspects
- Language
- eng
- Summary
- 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
- Cataloging source
- N$T
- http://library.link/vocab/creatorName
- Jones, Steven E.
- Dewey number
- 794.8
- Illustrations
- illustrations
- Index
- index present
- LC call number
- GV1469.17.S63
- LC item number
- J66 2012eb
- Literary form
- non fiction
- Nature of contents
-
- dictionaries
- bibliography
- http://library.link/vocab/relatedWorkOrContributorName
- Thiruvathukal, George K.
- Series statement
- Platform studies
- http://library.link/vocab/subjectName
-
- Video games
- Nintendo Wii video games
- GAMES
- Nintendo Wii video games
- Video games
- Label
- Codename revolution : the Nintendo WII platform, Steven E. Jones and George K. Thiruvathukal
- Antecedent source
- unknown
- Bibliography note
- Includes bibliographical references and index
- Carrier category
- online resource
- Carrier category code
-
- cr
- Carrier MARC source
- rdacarrier
- Color
- multicolored
- Content category
- text
- Content type code
-
- txt
- Content type MARC source
- rdacontent
- Contents
- Series Foreword -- Acknowledgments -- Chapter 1. Introduction: Starting with Revolution: The Wii as a Platform -- Our Approach -- Cross-Platform Mario -- The Book's Plan -- Chapter 2. "Power Isn't Everything": The Wii Console -- Form Factor and Technical Architecture -- Power (Constraints) -- Red Steel 2 -- Power (Efficiencies) -- Chapter 3. Core Controller: The Wii Remote -- Form Factor and Technology -- The MotionPlus Attachment -- Wii Sports Resort -- WarioWare: Smooth Moves -- The Wii Remote as Magic Crayon -- The Wii Remote as Mouse -- Chapter 4. Active at the Periphery: The Wii Balance Board -- Form Factor and Technology -- Wii Balance Board as a Game Controller -- Wii Vitality Sensor: Capturing the Player's Internal State -- Wii Fit Plus ("Measuring") -- Player Space ("Adequate Space Required") -- The Magic Circle and Miniature Garden -- The Living Room as Player Space (Wii no Ma) -- Chapter 5. Channeling the System: Access, Distribution, and Transmission -- The Television Metaphor (a Menu of Channels) -- Channeling the System -- Distribution: The Virtual Console -- Distribution: WiiWare -- World of Goo (via WiiWare) -- WarioWare D.I.Y. (for DS and WiiWare) -- Internet Channel -- Homebrew Channel: The Platform's Edge -- Chapter 6. "Wii Is for Everyone": A Social Platform -- Degrees of Openness -- Some Wii Mods and Hacks -- Wii Social Games -- The Wii as a Social Platform -- Chapter 7. After the Revolution -- Turning the Blue Ocean Red -- A Software Phase -- Emerging and Converging Technologies -- The Absence of an Object? -- Notes -- Bibliography -- Index
- Control code
- 778564485
- Dimensions
- unknown
- Extent
- 1 online resource (x, 204 pages)
- File format
- unknown
- Form of item
- online
- Isbn
- 9786613594556
- Level of compression
- unknown
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
-
- c
- Other control number
- 9786613594556
- Other physical details
- illustrations
- http://library.link/vocab/ext/overdrive/overdriveId
-
- 359455
- 8712
- 9780262301312
- Quality assurance targets
- not applicable
- Reformatting quality
- unknown
- Sound
- unknown sound
- Specific material designation
- remote
- System control number
- (OCoLC)778564485
- Label
- Codename revolution : the Nintendo WII platform, Steven E. Jones and George K. Thiruvathukal
- Antecedent source
- unknown
- Bibliography note
- Includes bibliographical references and index
- Carrier category
- online resource
- Carrier category code
-
- cr
- Carrier MARC source
- rdacarrier
- Color
- multicolored
- Content category
- text
- Content type code
-
- txt
- Content type MARC source
- rdacontent
- Contents
- Series Foreword -- Acknowledgments -- Chapter 1. Introduction: Starting with Revolution: The Wii as a Platform -- Our Approach -- Cross-Platform Mario -- The Book's Plan -- Chapter 2. "Power Isn't Everything": The Wii Console -- Form Factor and Technical Architecture -- Power (Constraints) -- Red Steel 2 -- Power (Efficiencies) -- Chapter 3. Core Controller: The Wii Remote -- Form Factor and Technology -- The MotionPlus Attachment -- Wii Sports Resort -- WarioWare: Smooth Moves -- The Wii Remote as Magic Crayon -- The Wii Remote as Mouse -- Chapter 4. Active at the Periphery: The Wii Balance Board -- Form Factor and Technology -- Wii Balance Board as a Game Controller -- Wii Vitality Sensor: Capturing the Player's Internal State -- Wii Fit Plus ("Measuring") -- Player Space ("Adequate Space Required") -- The Magic Circle and Miniature Garden -- The Living Room as Player Space (Wii no Ma) -- Chapter 5. Channeling the System: Access, Distribution, and Transmission -- The Television Metaphor (a Menu of Channels) -- Channeling the System -- Distribution: The Virtual Console -- Distribution: WiiWare -- World of Goo (via WiiWare) -- WarioWare D.I.Y. (for DS and WiiWare) -- Internet Channel -- Homebrew Channel: The Platform's Edge -- Chapter 6. "Wii Is for Everyone": A Social Platform -- Degrees of Openness -- Some Wii Mods and Hacks -- Wii Social Games -- The Wii as a Social Platform -- Chapter 7. After the Revolution -- Turning the Blue Ocean Red -- A Software Phase -- Emerging and Converging Technologies -- The Absence of an Object? -- Notes -- Bibliography -- Index
- Control code
- 778564485
- Dimensions
- unknown
- Extent
- 1 online resource (x, 204 pages)
- File format
- unknown
- Form of item
- online
- Isbn
- 9786613594556
- Level of compression
- unknown
- Media category
- computer
- Media MARC source
- rdamedia
- Media type code
-
- c
- Other control number
- 9786613594556
- Other physical details
- illustrations
- http://library.link/vocab/ext/overdrive/overdriveId
-
- 359455
- 8712
- 9780262301312
- Quality assurance targets
- not applicable
- Reformatting quality
- unknown
- Sound
- unknown sound
- Specific material designation
- remote
- System control number
- (OCoLC)778564485
Subject
- CULTURAL STUDIES/Popular Culture
- Electronic book
- Electronic books
- Electronic books
- Electronic books
- GAME STUDIES/General
- GAMES -- Video & Electronic
- Nintendo Wii video games
- Nintendo Wii video games
- Nintendo Wii video games
- SOCIAL SCIENCES/Media Studies
- Video games -- Social aspects
- Video games -- Social aspects
Genre
Member of
Library Links
Embed
Settings
Select options that apply then copy and paste the RDF/HTML data fragment to include in your application
Embed this data in a secure (HTTPS) page:
Layout options:
Include data citation:
<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.library.missouri.edu/portal/Codename-revolution--the-Nintendo-WII-platform/LWft3LPt_-I/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.library.missouri.edu/portal/Codename-revolution--the-Nintendo-WII-platform/LWft3LPt_-I/">Codename revolution : the Nintendo WII platform, Steven E. Jones and George K. Thiruvathukal</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.library.missouri.edu/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.library.missouri.edu/">University of Missouri Libraries</a></span></span></span></span></div>
Note: Adjust the width and height settings defined in the RDF/HTML code fragment to best match your requirements
Preview
Cite Data - Experimental
Data Citation of the Item Codename revolution : the Nintendo WII platform, Steven E. Jones and George K. Thiruvathukal
Copy and paste the following RDF/HTML data fragment to cite this resource
<div class="citation" vocab="http://schema.org/"><i class="fa fa-external-link-square fa-fw"></i> Data from <span resource="http://link.library.missouri.edu/portal/Codename-revolution--the-Nintendo-WII-platform/LWft3LPt_-I/" typeof="Book http://bibfra.me/vocab/lite/Item"><span property="name http://bibfra.me/vocab/lite/label"><a href="http://link.library.missouri.edu/portal/Codename-revolution--the-Nintendo-WII-platform/LWft3LPt_-I/">Codename revolution : the Nintendo WII platform, Steven E. Jones and George K. Thiruvathukal</a></span> - <span property="potentialAction" typeOf="OrganizeAction"><span property="agent" typeof="LibrarySystem http://library.link/vocab/LibrarySystem" resource="http://link.library.missouri.edu/"><span property="name http://bibfra.me/vocab/lite/label"><a property="url" href="http://link.library.missouri.edu/">University of Missouri Libraries</a></span></span></span></span></div>