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Exploratory Programming For The Arts And Humanities

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A book for anyone who wants to learn programming to explore and create, with exercises and projects to help the reader learn by doing. This book introduces programming to readers with a background in the arts and humanities; there are no prerequisites, and no…
10 Print Chr$(205.5+rnd(1)); : Goto 10
Paperback

|August 29, 2014

$32.50

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A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code-the extremely concise BASIC program for the Commodore 64 inscribed in the title-and uses it as a lens through which to consider the…
Twisty Little Passages: An Approach To Interactive Fiction

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A critical approach to interactive fiction, as literature and game. Interactive fiction-the best-known form of which is the text game or text adventure-has not received as much critical attention as have such other forms of electronic literature as hypertext…
The Future
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|December 8, 2017

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How the future has been imagined and made, through the work of writers, artists, inventors, and designers. The future is like an unwritten book. It is not something we see in a crystal ball, or can only hope to predict, like the weather. In this volume of the MIT…
Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System
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|August 25, 2017

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How the Super Nintendo Entertainment System embodied Nintendo's resistance to innovation and took the company from industry leadership to the margins of videogaming. This is a book about the Super Nintendo Entertainment System that is not celebratory or…
Minitel: Welcome to the Internet
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|June 23, 2017

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The first scholarly book in English on Minitel, the pioneering French computer network, offers a history of a technical system and a cultural phenomenon. A decade before the Internet became a medium for the masses in the United States, tens of millions of users…
Debugging Game History: A Critical Lexicon
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|June 3, 2016

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Essays discuss the terminology, etymology, and history of key terms, offering a foundation for critical historical studies of games. Even as the field of game studies has flourished, critical historical studies of games have lagged behind other areas of research.…
Now the Chips Are Down: The BBC Micro
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|February 19, 2016

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The story of a pioneering microcomputer: its beginnings as part of a national Computer Literary Project, its innovative hardware, and its creative uses. In 1982, the British Broadcasting Corporation launched its Computer Literacy Project, intended “to introduce…
Codename Revolution: The Nintendo Wii Platform
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|February 24, 2012

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Nintendo's hugely popular and influential video game console system considered as technological device and social phenomenon. The Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console…
Racing the Beam: The Atari Video Computer System: The Atari Video Computer System

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A study of the relationship between platform and creative expression in the Atari VCS.
The New Media Reader
Hardcover

|February 14, 2003

$58.27 online

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A sourcebook of historical written texts, video documentation, and working programs that form the foundation of new media. This reader collects the texts, videos, and computer programs-many of them now almost impossible to find-that chronicle the history and form…
The Future
Kobo ebook

|December 1, 2017

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How the future has been imagined and made, through the work of writers, artists, inventors, and designers. The future is like an unwritten book. It is not something we see in a crystal ball, or can only hope to predict, like the weather. In this volume of the MIT…
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