Split-Screen : Videogame History through Local Multiplayer Design

Design Issues (forthcoming)
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Abstract

By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to techno-economical evolution.

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Pawel Grabarczyk
University of Lodz

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