Random and Raster: Display Technologies and the Development of Videogames
Name
Montfort-2009-Random and Raster Display Technologies and the Development of Videogames.pdf
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566.57 KB
Format
Adobe PDF
Checksum (MD5)
f9ff8765a2fa7daf02e82c5f692e2a06
Author(s) •
Montfort, Nick
Bogost, Ian
Date Issued
August 2009
Journal
IEEE Annals of the History of Computing
Publisher
Institute of Electrical and Electronics Engineers
Citation
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.
Version
Final published version
Abstract
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.
MIT Department
MIT Program in Writing & Humanistic Studies
Terms of Use
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.
Persistent DSpace Link
DOI of Published Version
https://doi.org/10.1109/MAHC.2009.50