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dc.contributor.authorKarhulahti, Veli-Matti
dc.contributor.authorGrabarczyk, Pawel
dc.date.accessioned2020-05-06T06:46:15Z
dc.date.available2020-05-06T06:46:15Z
dc.date.issued2021fi
dc.identifier.citationKarhulahti, V.-M. & Grabarczyk, P. (2021). Split-Screen: Videogame History through Local Multiplayer Design. <i>Design Issues</i>, <i>37</i>, 32-44. https://doi.org/10.1162/desi_a_00634
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/68852
dc.description.abstractBy 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.fi
dc.language.isoeng
dc.publisherMIT Press
dc.relation.ispartofseriesDesign Issuesfi
dc.rightsIn Copyright
dc.titleSplit-Screen : Videogame History through Local Multiplayer Designfi
dc.identifier.urnURN:NBN:fi:jyu-202005063063
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.description.reviewstatuspeerReviewed
dc.relation.issn1531-4790
dc.type.versionacceptedVersion
dc.rights.copyright© Massachusetts Institute of Technology 2021
dc.rights.accesslevelopenAccessfi
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en


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