Random and Raster: Display Technologies and the Development of Videogames

Videogame developers have utilized many types of display technology, from oscilloscopes to Teletypes to high-definition LCD displays. Two significant early display technologies, raster scan and random scan CRTs, played a significant part in the history and evolution of videogames. A study of these t...

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Main Authors: Montfort, Nick, Bogost, Ian
Other Authors: MIT Program in Writing & Humanistic Studies
Format: Article
Language:en_US
Published: Institute of Electrical and Electronics Engineers 2010
Online Access:http://hdl.handle.net/1721.1/60006
https://orcid.org/0000-0001-7558-5160
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author Montfort, Nick
Bogost, Ian
author2 MIT Program in Writing & Humanistic Studies
author_facet MIT Program in Writing & Humanistic Studies
Montfort, Nick
Bogost, Ian
author_sort Montfort, Nick
collection MIT
description Videogame developers have utilized many types of display technology, from oscilloscopes to Teletypes to high-definition LCD displays. Two significant early display technologies, raster scan and random scan CRTs, played a significant part in the history and evolution of videogames. A study of these technologies shows how the choice of one or the other, and the need to port games between the two, influenced game design and prompted developers to innovate.
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spelling mit-1721.1/600062022-09-26T15:00:20Z Random and Raster: Display Technologies and the Development of Videogames Montfort, Nick Bogost, Ian MIT Program in Writing & Humanistic Studies Montfort, Nick Montfort, Nick Videogame developers have utilized many types of display technology, from oscilloscopes to Teletypes to high-definition LCD displays. Two significant early display technologies, raster scan and random scan CRTs, played a significant part in the history and evolution of videogames. A study of these technologies shows how the choice of one or the other, and the need to port games between the two, influenced game design and prompted developers to innovate. 2010-11-17T19:56:53Z 2010-11-17T19:56:53Z 2009-08 2009-07 Article http://purl.org/eprint/type/JournalArticle 1058-6180 INSPEC Accession Number: 10841668 http://hdl.handle.net/1721.1/60006 Montfort, N., and I. Bogost. “Random and Raster: Display Technologies and the Development of Videogames.” Annals of the History of Computing, IEEE 31.3 (2009): 34-43. © 2009 IEEE. https://orcid.org/0000-0001-7558-5160 en_US http://dx.doi.org/10.1109/MAHC.2009.50 IEEE Annals of the History of Computing Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. application/pdf Institute of Electrical and Electronics Engineers IEEE
spellingShingle Montfort, Nick
Bogost, Ian
Random and Raster: Display Technologies and the Development of Videogames
title Random and Raster: Display Technologies and the Development of Videogames
title_full Random and Raster: Display Technologies and the Development of Videogames
title_fullStr Random and Raster: Display Technologies and the Development of Videogames
title_full_unstemmed Random and Raster: Display Technologies and the Development of Videogames
title_short Random and Raster: Display Technologies and the Development of Videogames
title_sort random and raster display technologies and the development of videogames
url http://hdl.handle.net/1721.1/60006
https://orcid.org/0000-0001-7558-5160
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