dc.contributor.author | Karhulahti, Veli-Matti | |
dc.contributor.author | Grabarczyk, Pawel | |
dc.date.accessioned | 2020-05-06T06:46:15Z | |
dc.date.available | 2020-05-06T06:46:15Z | |
dc.date.issued | 2021 | fi |
dc.identifier.citation | Karhulahti, 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.uri | https://jyx.jyu.fi/handle/123456789/68852 | |
dc.description.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. | fi |
dc.language.iso | eng | |
dc.publisher | MIT Press | |
dc.relation.ispartofseries | Design Issues | fi |
dc.rights | In Copyright | |
dc.title | Split-Screen : Videogame History through Local Multiplayer Design | fi |
dc.identifier.urn | URN:NBN:fi:jyu-202005063063 | |
dc.contributor.laitos | Musiikin, taiteen ja kulttuurin tutkimuksen laitos | fi |
dc.contributor.laitos | Department of Music, Art and Culture Studies | en |
dc.type.uri | http://purl.org/eprint/type/JournalArticle | |
dc.description.reviewstatus | peerReviewed | |
dc.relation.issn | 1531-4790 | |
dc.type.version | acceptedVersion | |
dc.rights.copyright | © Massachusetts Institute of Technology 2021 | |
dc.rights.accesslevel | openAccess | fi |
dc.rights.url | http://rightsstatements.org/page/InC/1.0/?language=en | |