LIBRISTO
LIBROAMANTO
mandatory
Become part of a community of book lovers from all over the world and get access to a whole bunch of benefits. Create an account for free
0
Free delivery for purchases over 19 990 Ft
DPD point 990 Ft DPD courier 1 190 Ft GLS point 1 190 Ft Hungarian Post 1 795 Ft Hungarian Post 1 690 Ft Hungarian Post 1 690 Ft FoxPost 1 190 Ft Packeta point 1 190 Ft GLS courier 1 690 Ft

Free shipping on orders over 19,990 Ft via Packeta, Fox Post Box, and DPD Collection Point

Atari Age

The Emergence of Video Games in America

Language EnglishEnglish
E-book Adobe ePub DRM
E-book Atari Age Michael Z. Newman
Libristo code: 39635818
Publishers The MIT Press, February 2017
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-cla... Full description
? points 167 b
24 668 Ft
In stock Immediate digital delivery


You might also be interested in


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 "e;space-age pinball machines"e; 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 "e;new media"e; 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.

Actress & Polyglot
EWA KASP for
Play video
Ewa Kasp
Libristo has the largest selection of foreign-language books. That’s why I buy my books there.

About the book

Full name Atari Age
Language English
Binding E-book - Adobe ePub DRM
Date of issue 2017
Number of pages 264
EAN 9780262338189
Libristo code 39635818
Publishers The MIT Press
Give this book today
It's easy
1 Add to cart and choose Deliver as present at the checkout 2 We'll send you a voucher 3 The book will arrive at the recipient's address

Login

Log in to your account. Don't have a Libristo account? Create one now!

 
mandatory
mandatory

Don’t have an account? Discover the benefits of having a Libristo account!

With a Libristo account, you'll have everything under control.

Create a Libristo account
Book advisor Libroamiko
Hi, I'm Libroamiko, can I help?