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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Format: | Article |
Language: | en_US |
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Institute of Electrical and Electronics Engineers
2010
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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. |
first_indexed | 2024-09-23T09:59:07Z |
format | Article |
id | mit-1721.1/60006 |
institution | Massachusetts Institute of Technology |
language | en_US |
last_indexed | 2024-09-23T09:59:07Z |
publishDate | 2010 |
publisher | Institute of Electrical and Electronics Engineers |
record_format | dspace |
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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