Coin-Operated Americans
Title | Coin-Operated Americans PDF eBook |
Author | Carly A. Kocurek |
Publisher | U of Minnesota Press |
Pages | 213 |
Release | 2015-09-30 |
Genre | History |
ISBN | 1452945217 |
Video gaming: it’s a boy’s world, right? That’s what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry’s craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari’s Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the “video gamer” as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming’s first moral panic, generated by Exidy’s Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes. Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys. A case study of this once emergent and now revived medium became the presumed enclave of boys and young men, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games—and in the digital working world beyond.
Nation on the Take
Title | Nation on the Take PDF eBook |
Author | Wendell Potter |
Publisher | Bloomsbury Publishing USA |
Pages | 289 |
Release | 2016-03-01 |
Genre | Political Science |
ISBN | 1632861100 |
American democracy has become coin operated. Special interest groups increasingly control every level of government. The necessity of raising huge sums of campaign cash has completely changed the character of politics and policy making, determining what elected representatives stand for and how their time is spent. The marriage of great wealth and intense political influence has rendered our country unable to address our most pressing problems, from runaway government spending to climate change to the wealth gap. It also defines our daily lives: from the cars we drive to the air we breathe to the debt we owe. In this powerful work of reportage, Wendell Potter and Nick Penniman, two vigilant watchdogs, expose legalized corruption and link it to the kitchen-table issues citizens face every day. Inciting our outrage, the authors then inspire us by introducing us to an army of reformers laying the groundwork for change, ready to be called into action. The battle plan for reform presented is practical, realistic, and concrete. No one--except some lobbyists and major political donors--likes business as usual, and this book aims to help forge a new army of reformers who are compelled by a patriotic duty to fight for a better democracy. An impassioned, infuriating, yet ultimately hopeful call to arms, Nation on the Take lays bare the reach of moneyed interests and charts a way forward, toward the recovery of America's original promise.
Atari Age
Title | Atari Age PDF eBook |
Author | Michael Z. Newman |
Publisher | MIT Press |
Pages | 266 |
Release | 2017 |
Genre | Games & Activities |
ISBN | 0262035715 |
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful) Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.
Brenda Laurel
Title | Brenda Laurel PDF eBook |
Author | Carly A. Kocurek |
Publisher | Bloomsbury Publishing USA |
Pages | 185 |
Release | 2017-02-09 |
Genre | Games & Activities |
ISBN | 1501319795 |
Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs. In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games.
They Create Worlds
Title | They Create Worlds PDF eBook |
Author | Alexander Smith |
Publisher | CRC Press |
Pages | 601 |
Release | 2019-11-19 |
Genre | Computers |
ISBN | 042975261X |
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
Slot Machines
Title | Slot Machines PDF eBook |
Author | Marshall Fey |
Publisher | |
Pages | 0 |
Release | 2004-09 |
Genre | Gambling |
ISBN | 9781889243023 |
A history of slot machines from their inception up to the casino machines of today.
Gaming at the Edge
Title | Gaming at the Edge PDF eBook |
Author | Adrienne Shaw |
Publisher | U of Minnesota Press |
Pages | 344 |
Release | 2015-01-01 |
Genre | Social Science |
ISBN | 1452943443 |
Video games have long been seen as the exclusive territory of young, heterosexual white males. In a media landscape dominated by such gamers, players who do not fit this mold, including women, people of color, and LGBT people, are often brutalized in forums and in public channels in online play. Discussion of representation of such groups in games has frequently been limited and cursory. In contrast, Gaming at the Edge builds on feminist, queer, and postcolonial theories of identity and draws on qualitative audience research methods to make sense of how representation comes to matter. In Gaming at the Edge, Adrienne Shaw argues that video game players experience race, gender, and sexuality concurrently. She asks: How do players identify with characters? How do they separate identification and interactivity? What is the role of fantasy in representation? What is the importance of understanding market logic? In addressing these questions Shaw reveals how representation comes to matter to participants and offers a perceptive consideration of the high stakes in politics of representation debates. Putting forth a framework for talking about representation, difference, and diversity in an era in which user-generated content, individualized media consumption, and the blurring of producer/consumer roles has lessened the utility of traditional models of media representation analysis, Shaw finds new insight on the edge of media consumption with the invisible, marginalized gamers who are surprising in both their numbers and their influence in mainstream gamer culture.