MIT Press, 212 pp., $24.95 (hardback), ISBN: 978-0-262-01680-3 As someone who is well-versed in the exploration of computer gaming within an academic environment -our household's Super Nintendo being a major focus of my self-directed study time as an undergraduate -I was intrigued to discover that a recent best-seller has become the subject of a textbook from MIT Press. Codename Revolution, a deconstruction of the Nintendo Wii console, is the latest addition to a series on an emerging research field within the humanities known as Platform Studies. For the uninitiated, the series foreword defines the field thus: "[It is] the investigation of underlying computing systems, and how they enable, constrain, shape and support the creative work that is done on them." On the face of things, then, a topic that seems complementary to the subject matter of human factors.In fact, Codename Revolution is the product of a collaboration between a professor of English and a professor in computer science, who have found a common interest in computer gaming. The main premise of their book is that the Wii's design is such as to facilitate it being used in a different manner to many of the consoles that have come before it. From the hardware, which resembles common household appliances, through the software, which is written for a broad audience, to the "player space", which shifts the focus of gameplay from the virtual world behind the screen to the physical and social activity in front of it, the Wii is intended to bring life to the average living room. Over the course of the book's chapters, Jones and Thiruvathukal take the reader on a tour of the machine. This begins with a brief historical account before examining various aspects of the physical hardware and peripherals. The authors are keen to highlight how these lend themselves to relatively novel styles of interaction. For example, the design of the Wii balance board was inspired by bathroom weighing scales; add a set of potentiometers to turn the pressure exerted on the board into input signals, and the result is a device that tests balance and posture. The later chapters discuss the cultural and social aspects of the Wii, for example the distribution of software (which makes use of television-style "channels" providing information and entertainment as well as games) and the contribution of the Wii to technological innovation. Along the way, the authors make observations about the history of computer gaming, its marketing, and the culture of its users.As I read the book it became clear to me that, while the subject matter is vaguely relevant, "Codename Revolution" actually has little to say about ergonomics per se. Rather, its focus is on the social and cultural context of computer gaming. Central to the authors' line of discussion is the concept of affordances and constraints, which are introduced with a passing reference to their origins in HCI studies. However, their use in this book is with respect to the creative processes of game development and usage, rather than j...