Game Development Reference
In-Depth Information
5. 'Arcade port' is a term commonly used to refer to the home version of an
established arcade title. In this case, Home Pong is the home version of the
popular arcade game Pong .
6. This record has subsequently been smashed by a number of internet and
technology fi rms.
7. A third party developer is an external company that makes games for a
video game console. Activision was one of the fi rst successful third party
developers.
8. Atari was sold to Warner Brothers to get the capital needed for mass produc-
tion of the VCS. Without the massive infusion of money, Atari would have
been unable to make enough consoles to grow their market share to what
Warner Brothers was able to of er them.
9. Moore's law was coined by Intel co-founder Gordon Moore who argued that
computing power would double about every eighteen months while holding
steady for cost and power use.
10. At the time of this writing, the ad can be seen at: http://www.fl ickr.com/
photos/scrubbles/62613003/.
11. Shef , Game Over .
12. The ad is online at: http://www.rpgamer.com/games/f /f 7/propaganda/
junon.jpg.
NOTES TO CHAPTER 5
1. Rus McLaughlin, “IGN Presents: The History of Grand Theft Auto,” IGN.
com , http://retro.ign.com/articles/863/863037p1.html.
2. Michael Medved, “War on Middle Class Values, Not on Middle Class,” Town-
hall.com, http://townhall.com/columnists/MichaelMedved/2008/07/30/
war_on_middle_class_values,_not_on_middle_class/page/full.
3. There are a wealth of examples of this sort of research, including: Bogost,
“Videogames and Ideological Frames”; Irene Chien, “Moving Violations,”
Film Quarterly 62, no. 1 (2008); Gonzalo Frasca, “Sim Sin City: Some
Thoughts about Grand Theft Auto 3,” Game Studies 3, no. 2 (2003); Lau-
rie N. Taylor, “From Stompin' Mushrooms to Bustin' Heads: Grand Theft
Auto III as Paradigm Shift,” in The Meaning and Culture of Grand Theft
Auto: Critical Essays , ed. Nate Garrelts (Jef erson, NC: McFarland & Com-
pany, 2006); Mikolaj Dymek and Thomas Lennerfors, “Among Pasta-Lov-
ing Mafi osos, Drug-Selling Columbians and Noodle-Eating Triads—Race,
Humour and Interactive Ethics in Grand Theft Auto III” (paper presented at
the DiGRA Changing Views—Worlds in Play, 2005).
4. Examples of this type of analysis include: Paul Barrett, “White Thumbs,
Black Bodies: Race, Violence, and Neoliberal Fantasies in Grand Theft Auto:
San Andreas,” The Review of Education, Pedagogy, and Cultural Studies
28 (2006); Ben DeVane and Kurt D. Squire, “The Meaning of Race and Vio-
lence in Grand Theft Auto: San Andreas,” Games and Culture 3, nos. 3-4
(2008).
5. Nate Garrelts, “An Introduction to Grand Theft Auto Studies,” in The Mean-
ing and Culture of Grand Theft Auto: Critical Essays , ed. Nate Garrelts (Jef-
ferson, NC: McFarland & Company, 2006), 14.
6. Mia Consalvo and Toby Miller, “Reinvention Through Amnesia,” Critical
Studies in Media Communication 26, no. 2 (2009): 189.
7. Robert Alan Brookey, “Paradise Crashed: Rethinking MMORPGs and
Other Virtual Worlds. An Introduction,” Critical Studies in Media Com-
munication 26, no. 2 (2009): 103.
 
 
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