Atari Age: The Emergence of Video Games in America - PDF free download eBook

  • Verified: Thu, Apr 02, 2020
  • Published: 06.02.2019
  • Views: 56
    • Tags:

Introduction

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...

read more

Details of Atari Age: The Emergence of Video Games in America

Original Title
Atari Age: The Emergence of Video Games in America
ISBN13
9780262035712
Edition Format
Hardcover
Number of Pages
264 pages
Book Language
English
Ebook Format
PDF, EPUB

Press the button start search and wait a little while. Using file-sharing servers API, our site will find the e-book file in various formats (such as PDF, EPUB and other). Please do not reload the page during the search. A typical file search time is about 15-20 seconds.

Atari Age: The Emergence of Video Games in America

A free service that helps find an e-book in automatic mode on private file-sharing servers.

Some brief overview of this book

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-operat 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.


All downloaded files are checked. Virus and adware free. Previously, our system checked the all ebook's files for viruses. The results of our verification:

 Google Safe Browsing APINorton Internet SecurityAVG Internet Security
atari_emergence_video_games.pdf
atari_emergence_video_games.epub
atari_emergence_video_games_all.zip