Split-Screen : Videogame History through Local Multiplayer Design
Abstract
By looking at videogame production through a two-vector model of design – a practice determined by the interplay
between economic and technological evolution – we argue that shared screen play, as both collaboration and
competition, originally functioned as a desirable pattern in videogame design, but has since become problematic
due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary
loss of a design pattern’s contextual function due to techno-economical evolution.
Main Authors
Format
Articles
Journal article
Published
2021
Series
Publisher
MIT Press
The permanent address of the publication
https://urn.fi/URN:NBN:fi:jyu-202005063063Käytä tätä linkitykseen.
Review status
Peer reviewed
ISSN
1531-4790
DOI
https://doi.org/10.1162/desi_a_00634
Language
English
Published in
Design Issues
Citation
- Karhulahti, V.-M. & Grabarczyk, P. (2021). Split-Screen: Videogame History through Local Multiplayer Design. Design Issues, 37, 32-44. https://doi.org/10.1162/desi_a_00634
Copyright© Massachusetts Institute of Technology 2021