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Critical Play: Radical Game Design

机译:关键游戏:激进游戏设计

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摘要

In the last 20 years, video games have become solidly entrenched in popular culture. Part of this is the increased pervasiveness of computer technology in our lives. When I was a teenager, video games were mainly available in the form of an arcade game-large expensive consoles installed in public spaces that offered classic games like Space Invaders and Pacman consumed our pocket money. There were, of course, games for the new breed of microcomputer aimed at the consumer market, the Commodore 64 and the like, but these machines were not widespread, and unless a boy was lucky in his choice of friends, he was unlikely to have access to one.
机译:在过去的20年中,视频游戏已根深蒂固于流行文化中。部分原因是计算机技术在我们生活中的普及程度不断提高。在我十几岁的时候,视频游戏主要以街机游戏的形式提供,大型公共游戏机安装在公共场所,提供经典游戏(例如《太空侵略者》和《吃豆人》)消耗了我们的零花钱。当然,有针对消费者市场的新型微型计算机,Commodore 64等游戏,但是这些机器并不普及,除非男孩子幸运地选择了朋友,否则他不太可能拥有获得一个。

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  • 来源
    《The Knowledge Engineering Review》 |2010年第3期|P.353-354|共2页
  • 作者

    Simon Parsons;

  • 作者单位

    Brooklyn College, City University of New York, USA;

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  • 原文格式 PDF
  • 正文语种 eng
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  • 入库时间 2022-08-18 00:38:54

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