{"title":"Jose P Zagal","description":null,"products":[{"product_id":"seeing-red-book-jose-p-zagal-9780262045063","title":"Seeing Red","description":"\u003cb\u003eThe curious history, technology, and technocultural context of Nintendo's short-lived stereoscopic gaming console, the Virtual Boy.\u003c\/b\u003e\u003cbr\u003e \u003cbr\u003e With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue- Shortly after its release in 1995, Nintendo's balance sheet for the product was \"in the red\" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts Jose Zagal and Benj Edwards explore in \u003ci\u003eSeeing Red\u003c\/i\u003e, but even more interesting to the authors is what the platform actually was- what it promised, how it worked, and where it fit into the story of gaming.\u003cbr\u003e \u003cbr\u003e Nintendo released the Virtual Boy as a standalone table-top device in 1995-and quickly discontinued it after lackluster sales and a lukewarm critical reception. In \u003ci\u003eSeeing Red,\u003c\/i\u003e Zagal and Edwards examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform's library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience's perception of those capabilities.\u003cbr\u003e \u003cbr\u003e Offering rare insight into how we think about video game platforms, \u003ci\u003eSeeing Red\u003c\/i\u003e illustrates where perception and context come, quite literally, into play.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ GARDNERS","offer_id":49747675349265,"sku":"NGR9780262045063","price":0.0,"currency_code":"GBP","in_stock":false},{"title":"GB \/ VERY_GOOD \/ INTERNAL","offer_id":52535681155345,"sku":"GOR014551421","price":0.0,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/0262045060.jpg?v=1751433835"},{"product_id":"ludoliteracy-book-jose-p-zagal-9780557277919","title":"Ludoliteracy","description":"It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. In response to these challenges, this book then describes how online learning environments can be used to support learning about games by helping students get more from their experiences with games, and helping students use what they know to establish deeper understanding. Based on the findings from a series of research studies, Ludoliteracy examines the broader implications for supporting games education.","brand":"WoB","offers":[{"title":"US \/ GOOD \/ SBYB","offer_id":50354267291921,"sku":"CIN0557277914G","price":0.0,"currency_code":"GBP","in_stock":true},{"title":"US \/ NEW \/ INGRAM","offer_id":51213029835025,"sku":"NIN9780557277919","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/0557277914.jpg?v=1751392973"}],"url":"https:\/\/www.worldofbooks.com\/collections\/author-books-by-jose-p-zagal.oembed","provider":"World of Books ","version":"1.0","type":"link"}