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(click the icon at the bottom right of the video to view the trailer fullscreen, or watch it in a window.)
by Ian Bogost
US$ 500.00 Limited to 25 copies. Sold out.
Boxed for display.
Book: 152pp.
Videogame: Atari cartridge + CD-ROM for Windows XP/Vista/7 and Mac OS X 10.5+ (NVidia/ATI graphics card or equivalent, 17MB free hard disk space required)
ISBN 978-1-933900-15-5

Product Information
A signed, numbered Atari edition of A Slow Year, limited to 25 copies.

The limited edition includes the following:
  • Numbered, signed Atari cartridge of A Slow Year
  • Leather casebound, foil embossed edition of the A Slow Year book, with color details, numbered to match and signed
  • Boxed CD-ROM with the Windows/Mac edition
  • All carefully packaged in an intricately detailed, embossed leather box with the A Slow Year cover art, suitable for display or storage on a bookshelf
Also available, the paperback standard edition.

About A Slow Year
A collection of four one kilobyte games for the Atari Video Computer System, one for each season, about the experience of observing things. Neither action nor strategy, each game requires a different kind of sedate observation and methodical input. Accompanying the game are essays about the commonalities between videogames and poetry and 1,024 machined haiku—poetry generated by computer—8 bits worth for each season.
A Slow Year won the Vanguard and Virtuoso awards at the 2010 Indiecade Festival, and was a finalist in the Nuovo category at the 2010 Independent Game Festival.

Praise for A Slow Year
This is a kind of game that could have been created thirty years ago, but wasn't. By choosing the Atari, Bogost reflects on a shared nostalgia and invites the player to think about issues of time and experience. It points to different paths videogames could have taken and the undiscovered ones out there still waiting. Technology is not the limit; A Slow Year proves it never was.
—Rod Humble
Executive Vice President, Electronic Arts

A Slow Year resurrects an abandoned platform and excavates from it a series of sad and lovely meditations on perception and time. Bogost demonstrates the power that can be summoned by turning away from our obsession with games' technological future and attending, for a moment, to the particular formal qualities of their technological past. This game is an important milestone in the development of videogames as an expressive form.
—Frank Lantz
Area/Code

About the Author
Ian Bogost is a videogame designer, researcher, and critic. He holds a professorship at the Georgia Institute of Technology, where he also directs the graduate program in digital media. In addition to his writings and independent games, Bogost also makes games about social and political issues in his role as fonding partner of Persuasive Games LLC. Find him at bogost.com.



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