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Racing the Beam : the Atari Video Computer System - Index of

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discuss <strong>the</strong> explosion <strong>of</strong> third-party titles and <strong>the</strong> interaction between<br />

media properties and video games, along with <strong>the</strong> collapse <strong>of</strong> <strong>the</strong> <strong>Atari</strong><br />

VCS market that ensued in 1983. Finally, it reveals how much <strong>the</strong> use <strong>of</strong><br />

<strong>the</strong> VCS platform had escaped from <strong>the</strong> proprietary hold <strong>of</strong> <strong>Atari</strong> and how<br />

much it had advanced during <strong>the</strong> time period we are considering.<br />

The book concludes with a short chapter. Although our platform<br />

study focuses on <strong>the</strong> <strong>Atari</strong> VCS during 1977–1983, this fi nal chapter briefl y<br />

considers some <strong>of</strong> <strong>the</strong> high points <strong>of</strong> <strong>the</strong> life <strong>of</strong> <strong>the</strong> <strong>Atari</strong> VCS from 1983<br />

to <strong>the</strong> present, discussing what else has been learned about <strong>the</strong> platform<br />

and how this platform has interacted with culture during this span <strong>of</strong> time.<br />

Finally, in an afterword, we look ahead to see what o<strong>the</strong>r platforms, and<br />

what o<strong>the</strong>r issues, can be addressed by future platform studies, and to<br />

consider what insights this approach can <strong>of</strong>fer as we continue to think<br />

about creative digital media.<br />

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