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Titlebook: Game History and the Local; Melanie Swalwell Book 2021 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springe

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樓主: 可怖
21#
發(fā)表于 2025-3-25 06:27:43 | 只看該作者
Around the World with the Sorcerer of Exidy,n, the Sorcerer’s specialised programmable graphics architecture made graphics “as easy to use as text,” and the archive reveals how users exploited this technical affordance to undertake word processing and microcomputing in languages other than English.
22#
發(fā)表于 2025-3-25 10:37:32 | 只看該作者
23#
發(fā)表于 2025-3-25 14:27:12 | 只看該作者
Video Games Have Never Been Global: Resituating Video Game Localization History,me localization is an important practice that enables . texts’ fractured migrations, and in so doing game localization has silently contributed to a very particular twenty-first-century understanding of games as global.
24#
發(fā)表于 2025-3-25 16:26:51 | 只看該作者
25#
發(fā)表于 2025-3-25 20:11:39 | 只看該作者
26#
發(fā)表于 2025-3-26 00:11:14 | 只看該作者
Semiperfect semidistributive rings,” was for many Polish gamers a generational experience, as they were exploring the limitations and strengths of this medium. The final act of the first lifecycle of the 8-bit generation in Poland overlapped with the heyday of the demoscene and the ascent of the international retrogaming scene.
27#
發(fā)表于 2025-3-26 06:55:38 | 只看該作者
Quivers and their representations,onal game industries by utilising a mixed methodological approach. The study is based on two different types of primary data, a longitudinal database and interviews with representatives active within the Swedish industry in the early 1990s.
28#
發(fā)表于 2025-3-26 12:23:18 | 只看該作者
29#
發(fā)表于 2025-3-26 13:05:37 | 只看該作者
Introduction: Game History and the Local, for its own sake. This chapter critiques game history’s silence with respect to locality, poses questions about the critical potential of locality for game history, and surveys the different figures of locality that are brought together in the anthology.
30#
發(fā)表于 2025-3-26 18:45:36 | 只看該作者
,“The Last Cassette” and the Local Chronology of 8-Bit Video Games in Poland,” was for many Polish gamers a generational experience, as they were exploring the limitations and strengths of this medium. The final act of the first lifecycle of the 8-bit generation in Poland overlapped with the heyday of the demoscene and the ascent of the international retrogaming scene.
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