Atari Age

Author: Michael Z. Newman
Publisher: MIT Press
ISBN: 9780262035712
Release Date: 2017-02-10
Genre: Games & Activities

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.

Gamer Nation

Author: John Wills
Publisher: JHU Press
ISBN: 9781421428697
Release Date: 2019-05-21
Genre: History

In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units. In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans' mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges. Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.

Respawn

Author: Colin Milburn
Publisher: Duke University Press
ISBN: 9781478002789
Release Date: 2018-12-14
Genre: Social Science

In Respawn Colin Milburn examines the connections between video games, hacking, and science fiction that galvanize technological activism and technological communities. Discussing a wide range of games, from Portal and Final Fantasy VII to Super Mario Sunshine and Shadow of the Colossus, Milburn illustrates how they impact the lives of gamers and non-gamers alike. They also serve as resources for critique, resistance, and insurgency, offering a space for players and hacktivist groups such as Anonymous to challenge obstinate systems and experiment with alternative futures. Providing an essential walkthrough guide to our digital culture and its high-tech controversies, Milburn shows how games and playable media spawn new modes of engagement in a computerized world.

Video Games Around the World

Author: Mark J. P. Wolf
Publisher: MIT Press
ISBN: 9780262527163
Release Date: 2015-05-15
Genre: Games

Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents.

Game Controller

Author: Hannes Witzmann
Publisher:
ISBN: STANFORD:36105132512703
Release Date: 2007
Genre:


The Ultimate History of Video Games

Author: Steven L. Kent
Publisher: Three Rivers Press
ISBN: 0307560872
Release Date: 2010-06-16
Genre: Social Science

Inside the Games You Grew Up with but Never Forgot With all the whiz, bang, pop, and shimmer of a glowing arcade. The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning. This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover: ·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire ·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick. From the Trade Paperback edition.

The Lumi re Galaxy

Author: Francesco Casetti
Publisher: Columbia University Press
ISBN: 9780231538879
Release Date: 2015-03-03
Genre: Performing Arts

Francesco Casetti believes new media technologies are producing an exciting new era in cinema aesthetics. Whether we experience film in the theater, on our hand-held devices, in galleries and museums, onboard and in flight, or up in the clouds in the bits we download, cinema continues to alter our habits and excite our imaginations. Casetti travels from the remote corners of film history and theory to the most surprising sites on the internet and in our cities to prove the ongoing relevance of cinema. He does away with traditional notions of canon, repetition, apparatus, and spectatorship in favor of new keywords, including expansion, relocation, assemblage, and performance. The result is an innovative understanding of cinema's place in our lives and culture, along with a critical sea-change in the study of the art. The more the nature of cinema transforms, the more it discovers its own identity, and Casetti helps readers realize the galaxy of possibilities embedded in the medium.

Die Kunst des Game Designs

Author: Jesse Schell
Publisher: MITP-Verlags GmbH & Co. KG
ISBN: 9783958452848
Release Date: 2016-06-15
Genre: Computers

Grundlagen der Entwicklung und Konzeption klassischer Spiele von einem der weltweit führenden Game Designer Mehr als 100 Regeln und zentrale Fragen zur Inspiration für den kreativen Prozess Zahlreiche wertvolle Denkanstöße für die Konzeption eines erfolgreichen Spiels Jeder kann die Grundlagen des Game Designs meistern – dazu bedarf es keines technischen Fachwissens. Dabei zeigt sich, dass die gleichen psychologischen Grundprinzipien, die für Brett-, Karten- und Sportspiele funktionieren, ebenso der Schlüssel für die Entwicklung qualitativ hochwertiger Videospiele sind. Mit diesem Buch lernen Sie, wie Sie im Prozess der Spielekonzeption und -entwicklung vorgehen, um bessere Games zu kreieren. Jesse Schell zeigt, wie Sie Ihr Game durch eine strukturierte methodische Vorgehensweise Schritt für Schritt deutlich verbessern. Mehr als 100 gezielte Fragestellungen eröffnen Ihnen dabei neue Perspektiven auf Ihr Game, so dass Sie die Features finden, die es erfolgreich machen. Hierzu gehören z.B. Fragen wie: Welche Herausforderungen stellt mein Spiel an die Spieler? Fördert es den Wettbewerb unter den Spielern? Werden sie dazu motiviert, gewinnen zu wollen? So werden über hundert entscheidende Charakteristika für ein gut konzipiertes Spiel untersucht. Mit diesem Buch wissen Sie, worauf es bei einem guten Game ankommt und was Sie alles bedenken sollten, damit Ihr Game die Erwartungen Ihrer Spieler erfüllt und gerne gespielt wird. Zugleich liefert es Ihnen jede Menge Inspiration – halten Sie beim Lesen Zettel und Stift bereit, um Ihre neuen Ideen sofort festhalten zu können

The First Quarter

Author: Steven L. Kent
Publisher: B W D Press
ISBN: UOM:39015063290673
Release Date: 2000
Genre: Computer games

Here are some little-known facts about video games: A dispute over the coin-operated video game Breakout ended the friendship of Steve Jobs & Steve Wozniak, the founders of Apple Computers. Several million copies of the Atari game E.T. were buried in a shallow grave in a New Mexico desert. The video game industry routinely garners as much or more revenues than the motion picture industry or professional sports. At one time more American children recognized Sonic the Hedgehog & Mario than Mickey Mouse & Abraham Lincoln. The history of video games is more than just the story of a popular hobby, it is the story of one of the driving forces behind high technology & the computer revolution. The First Quarter: A 25-year History of Video Games tells the story of a new entertainment that started out as coin-operated games, spread to computers & consoles & eventually became bigger than the motion picture industry. It takes readers into boardrooms, development labs & arcades to give a sweeping firsthand view of the video game industry.

Joysticks

Author: Stephan Freundorfer
Publisher:
ISBN: STANFORD:36105112551143
Release Date: 2004
Genre: Video games


Boyhood in America

Author: Priscilla Ferguson Clement
Publisher:
ISBN: 1576072150
Release Date: 2001-10
Genre: Boys

The six titles that make up "The American Family" offer a revitalized new take on U.S. History, surveying current culture from the perspective of the family and incorporating insights from psychology, sociaology and medicine.

Der deutsche Krieg

Author: Nicholas Stargardt
Publisher: S. Fischer Verlag
ISBN: 9783104035031
Release Date: 2015-09-24
Genre: History

Einzigartig und fesselnd erzählt der renommierte Oxford-Historiker Nicholas Stargardt in ›Der Deutsche Krieg‹ aus der Nahsicht, wie die Deutschen – Soldaten, Lehrer, Krankenschwestern, Nationalsozialisten, Christen und Juden – den Zweiten Weltkrieg durchlebten. Tag für Tag erleben wir mit, worauf sie hofften, was sie schockierte, worüber sie schwiegen und wie sich ihre Sicht auf den Krieg allmählich wandelte. Gestützt auf zahllose Tagebücher und Briefe, unter anderem von Heinrich Böll und Victor Klemperer, Wilm Hosenfeld und Konrad Jarausch, gelingt Nicholas Stargardt ein Blick in die Köpfe der Menschen, der deutlich macht, warum so viele Deutsche noch an die nationale Sache glaubten, als der Krieg längst verloren war und die Gewissheit wuchs, an einem Völkermord teilzuhaben. Ein verstörendes Kaleidoskop der Jahre 1939 bis 1945 im nationalsozialistischen Deutschland. »Ein Meisterwerk der Geschichtsschreibung, das die ›Vogelperspektive‹ nahtlos mit einer Mikrogeschichte dieser verhängnisvollen Periode des 20. Jahrhunderts verbindet.« Jan T. Gross »Erstmals wird die Chronologie der Stimmung, der Hoffnungen und Befürchtungen (...) der deutschen Bevölkerung während des Krieges wirklich sichtbar. Eine eindrucksvolle, fesselnde Darstellung.« Mark Roseman »Hervorragend geschrieben und in seiner Argumentation überzeugend, ist dieses Buch ein Muss.« Saul Friedländer

Computer and Video Game Law

Author: Ashley S. Lipson
Publisher:
ISBN: STANFORD:36105134464242
Release Date: 2009-01-01
Genre: Computers

Fun and games have become serious business as evidenced by the rapidly expanding, multi-billion dollar, global computer and video game industry. The relatively new entertainment medium has been growing exponentially and so, too, have its legal difficulties. This new casebook, with its problems and exercises, deals with all aspects of this fascinating phenomenon, including: Product History and Development, Intellectual Property, Commercial Exploitation, and Regulation. The cases guide the reader down a colorful path of disputes involving such familiar hardware names and game titles as: Magnavox, Gameboy, Nintendo, Playstation, Pong, Pacman, Space Invaders, Tetris, Tomb Raiders, Frogger, Galaxian, Asteroids, Donkey Kong, Pete Rose Baseball and Doom. The casebook is suitable as a primary text for both classes and seminars.

The seventies in America

Author: John C. Super
Publisher: Salem Pr Inc
ISBN: WISC:89082385006
Release Date: 2006
Genre: History

Entries describe the decade's events, musical groups and performers, authors, political groups, movies, and literature, each assessing the topic's impact and tracing subsequent events.