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

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

Open Access
|Dec 2024

Figures & Tables

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Figure 1

Exemplary dataset sample with a screenshot of Bruce Lee (U.S. Gold/Datasoft, 1986, Amstrad PC).

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Figure 2

Histogram of the video games’ countries of origin.

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Figure 3

Histogram of the video games’ years of publication.

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Figure 4

Visualisation of the roughly 113’000 data points by similarity.

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Figure 5

Visualisation of eight distinctive clusters.

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Figure 6

Overview of the visualisation with the problematic media cluster highlighted.

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Figure 7

PowerMonger (Bullfrog Productions/Electronic Arts, 1992, Genesis).

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Figure 8

Rocket Ranger (Cinemaware/Mirrorsoft, 1988, Apple IIGS).

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Figure 9

Weird Dream (Best Ever Games/Rainbird Software, 1988, DOS).

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Figure 10

Strip Poker: A Sizzling Game of Chance (Artworx Software, 1982, Apple II).

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Figure 11

Overview of the visualisation with the Boxing cluster highlighted.

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Figure 12

World Championship Boxing Manager (Goliath Games, 1990, Atari ST).

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Figure 13

Sierra Championship Boxing (Evryware/Sierra On-Line, 1985, PC Booter).

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Figure 14

TKO (Accolade/Electronic Arts, 1988, DOS).

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Figure 15

Panza Kick Boxing (Futura/Loriciels, 1992, TurboGrafx CD).

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Figure 16

In-game screenshot from Soko-Ban (Thinking Rabbit, 1982, DOS).

DOI: https://doi.org/10.5334/johd.251 | Journal eISSN: 2059-481X
Language: English
Submitted on: Oct 9, 2024
Accepted on: Dec 6, 2024
Published on: Dec 27, 2024
Published by: Ubiquity Press
In partnership with: Paradigm Publishing Services
Publication frequency: 1 issue per year

© 2024 Adrian Demleitner, published by Ubiquity Press
This work is licensed under the Creative Commons Attribution 4.0 License.