Observing the Coming of Age of Video Game Graphics: Exploring the historical development of video game graphics through distant viewing, hermeneutics and image clustering

The 1980s marked the arrival of microcomputers in our homes, as well as the advent of homebrew video game development (Swalwell, 2021). Next to working with the technological constraints of these early computers, many developers also had to figure out how their games needed to look and work like. Wh...

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Main Author: Adrian Demleitner
Format: Article
Language:English
Published: Ubiquity Press 2024-12-01
Series:Journal of Open Humanities Data
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Online Access:https://account.openhumanitiesdata.metajnl.com/index.php/up-j-johd/article/view/251
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author Adrian Demleitner
author_facet Adrian Demleitner
author_sort Adrian Demleitner
collection DOAJ
description The 1980s marked the arrival of microcomputers in our homes, as well as the advent of homebrew video game development (Swalwell, 2021). Next to working with the technological constraints of these early computers, many developers also had to figure out how their games needed to look and work like. What emerged was its own unique type of screen-based media (Arsenault et al., 2015; Fizek, 2022), different from movies or software interfaces. Being an essential part of digital history and formative to how we understand and consume video games and other digital media today, there is a need for studying this lesser researched area. The question arises on how we can analyse this historic development beyond singular case studies. I approached the early history of video game images through distant viewing, a computational method for analysing visual patterns across large image datasets. For this inquiry, I created the Video Games History Screenshot dataset and visualised the games’ images along their similarity. I then analysed these visualisations as well as clusters of screenshots by their relation to the games’ publication year, contents and formal aspects of the images. Results indicate this process as a viable approach to study video game history at large, although the need for a fine-tuned visualisation process arises. Sharing only conceptual familiarity with other software interfaces, the visual diversity of video games makes the clustering process difficult to control. Further, the analysis shows an intricate entanglement of video game design with computing history, as well as the influx of pop-cultural references.
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spelling doaj-art-50f35a0fdf244c6e8c2ffc5e0452b80e2025-01-08T08:37:06ZengUbiquity PressJournal of Open Humanities Data2059-481X2024-12-0110585810.5334/johd.251251Observing the Coming of Age of Video Game Graphics: Exploring the historical development of video game graphics through distant viewing, hermeneutics and image clusteringAdrian Demleitner0https://orcid.org/0000-0001-9918-7300Institute of Design Research, University of Applied Sciences, BernThe 1980s marked the arrival of microcomputers in our homes, as well as the advent of homebrew video game development (Swalwell, 2021). Next to working with the technological constraints of these early computers, many developers also had to figure out how their games needed to look and work like. What emerged was its own unique type of screen-based media (Arsenault et al., 2015; Fizek, 2022), different from movies or software interfaces. Being an essential part of digital history and formative to how we understand and consume video games and other digital media today, there is a need for studying this lesser researched area. The question arises on how we can analyse this historic development beyond singular case studies. I approached the early history of video game images through distant viewing, a computational method for analysing visual patterns across large image datasets. For this inquiry, I created the Video Games History Screenshot dataset and visualised the games’ images along their similarity. I then analysed these visualisations as well as clusters of screenshots by their relation to the games’ publication year, contents and formal aspects of the images. Results indicate this process as a viable approach to study video game history at large, although the need for a fine-tuned visualisation process arises. Sharing only conceptual familiarity with other software interfaces, the visual diversity of video games makes the clustering process difficult to control. Further, the analysis shows an intricate entanglement of video game design with computing history, as well as the influx of pop-cultural references.https://account.openhumanitiesdata.metajnl.com/index.php/up-j-johd/article/view/251digital gamesdistant viewingvideo game studiesvideo game graphicshistory of technologyimage clustering
spellingShingle Adrian Demleitner
Observing the Coming of Age of Video Game Graphics: Exploring the historical development of video game graphics through distant viewing, hermeneutics and image clustering
Journal of Open Humanities Data
digital games
distant viewing
video game studies
video game graphics
history of technology
image clustering
title Observing the Coming of Age of Video Game Graphics: Exploring the historical development of video game graphics through distant viewing, hermeneutics and image clustering
title_full Observing the Coming of Age of Video Game Graphics: Exploring the historical development of video game graphics through distant viewing, hermeneutics and image clustering
title_fullStr Observing the Coming of Age of Video Game Graphics: Exploring the historical development of video game graphics through distant viewing, hermeneutics and image clustering
title_full_unstemmed Observing the Coming of Age of Video Game Graphics: Exploring the historical development of video game graphics through distant viewing, hermeneutics and image clustering
title_short Observing the Coming of Age of Video Game Graphics: Exploring the historical development of video game graphics through distant viewing, hermeneutics and image clustering
title_sort observing the coming of age of video game graphics exploring the historical development of video game graphics through distant viewing hermeneutics and image clustering
topic digital games
distant viewing
video game studies
video game graphics
history of technology
image clustering
url https://account.openhumanitiesdata.metajnl.com/index.php/up-j-johd/article/view/251
work_keys_str_mv AT adriandemleitner observingthecomingofageofvideogamegraphicsexploringthehistoricaldevelopmentofvideogamegraphicsthroughdistantviewinghermeneuticsandimageclustering