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dc.contributor.authorMontfort, Nick
dc.contributor.authorBogost, Ian
dc.date.accessioned2010-11-17T19:56:53Z
dc.date.available2010-11-17T19:56:53Z
dc.date.issued2009-08
dc.date.submitted2009-07
dc.identifier.issn1058-6180
dc.identifier.otherINSPEC Accession Number: 10841668
dc.identifier.urihttp://hdl.handle.net/1721.1/60006
dc.description.abstractVideogame 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.en_US
dc.language.isoen_US
dc.publisherInstitute of Electrical and Electronics Engineersen_US
dc.relation.isversionofhttp://dx.doi.org/10.1109/MAHC.2009.50en_US
dc.rightsArticle 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.en_US
dc.sourceIEEEen_US
dc.titleRandom and Raster: Display Technologies and the Development of Videogamesen_US
dc.typeArticleen_US
dc.identifier.citationMontfort, 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.en_US
dc.contributor.departmentMIT Program in Writing & Humanistic Studiesen_US
dc.contributor.approverMontfort, Nick
dc.contributor.mitauthorMontfort, Nick
dc.relation.journalIEEE Annals of the History of Computingen_US
dc.eprint.versionFinal published versionen_US
dc.type.urihttp://purl.org/eprint/type/JournalArticleen_US
eprint.statushttp://purl.org/eprint/status/PeerRevieweden_US
dspace.orderedauthorsMontfort, Nick; Bogost, Ianen
dc.identifier.orcidhttps://orcid.org/0000-0001-7558-5160
mit.licensePUBLISHER_POLICYen_US
mit.metadata.statusComplete


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