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A major use of these inexpensive 8-bit machines--including the TRS System 80s and the Sinclair, Atari, Microbee, and Commodore ranges--was the development of homebrew games. Users with often self-taught programming skills devised the graphics, sound, and coding for their self-created games. In this book, Melanie Swalwell offers a history of this era of homebrew game development, arguing that it constitutes a significant instance of the early appropriation of digital computing technology.\u003cbr\u003e\u003cbr\u003e Drawing on interviews and extensive archival research on homebrew creators in 1980s Australia and New Zealand, Swalwell explores the creation of games on microcomputers as a particular mode of everyday engagement with new technology. 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With Homebrew Gaming and the Beginnings of Vernacular Digitality, Swalwell reclaims a lost chapter in video game history, connecting it to the rich cultural and media theory around everyday life and to critical perspectives on user-generated content.","brand":"MIT Press","offers":[{"title":"Bargain","offer_id":42819592061008,"sku":"9780262044776B","price":19.49,"currency_code":"CAD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0592\/8173\/5760\/files\/9780262044776-l.jpg?v=1785876541"},{"product_id":"cultural-code-video-games-and-latin-america-9780262034050b","title":"Cultural Code: Video Games and Latin America","description":"\u003cb\u003eHow culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games.\u003c\/b\u003e\u003cdiv\u003e\n\u003cspan style=\"font-weight: 700;\"\u003e\u003cbr\u003e\u003c\/span\u003e\u003cp\u003eVideo games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. 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From there, he discusses the cybernetic theory of digital play and what we can learn from combining it with the idea that playfulness can mean pleasurable interaction with human and nonhuman agents inside the boundaries of a computational system. Finally, he critiques the instrumentalization of play as a tool wielded by platform capitalism.","brand":"MIT Press","offers":[{"title":"Bargain","offer_id":42819679322192,"sku":"9780262047722B","price":13.99,"currency_code":"CAD","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0592\/8173\/5760\/files\/9780262047722-l.jpg?v=1785876910"},{"product_id":"the-art-of-eorzea-another-dawn-final-fantasy-xiv-a-realm-reb-9781646091324b","title":"The Art of Eorzea: Another Dawn (Final Fantasy XIV: A Realm Reborn)","description":"A new edition of the first official art book for Final Fantasy XIV, boasting over 1,000 pieces of full-color artwork, along with comments from the developers and an exclusive bonus item code! 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Our work not only enriches lives, it brings out truths that time has forgotten. But as many of our analysts have learned, testing these experiences is not easy. These files represent the work of the first analyst to take on the case of Subject 44412--Arno Dorian. Living through the bloodiest days of the French Revolution, Dorian’s life certainly took many dark turns, but those memories and choices are his own.\u003cbr\u003e \u003cbr\u003e Up until now, Dorian has proven to be one of the biggest challenges for our research team. We believe that there is valuable information to be gleaned from this subject, and our hope is that you will succeed where others have failed. Familiarize yourself with your predecessor’s file as you make your way through this case. Steel yourself, and stay focused. Don’t let us down.\u003cbr\u003e \u003cbr\u003e \u003cb\u003eYour work so far has not gone unnoticed. 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