OFFRE LISEUSES

Une liseuse achetée = une housse offerte* jusqu'au 21 juin

Atari Age. The Emergence of Video Games in America

Par : Michael Z. Newman
Offrir maintenant
Ou planifier dans votre panier
Disponible dans votre compte client Decitre ou Furet du Nord dès validation de votre commande. Le format ePub protégé est :
  • Compatible avec une lecture sur My Vivlio (smartphone, tablette, ordinateur)
  • Compatible avec une lecture sur liseuses Vivlio
  • Pour les liseuses autres que Vivlio, vous devez utiliser le logiciel Adobe Digital Edition. Non compatible avec la lecture sur les liseuses Kindle, Remarkable et Sony
  • Non compatible avec un achat hors France métropolitaine
Logo Vivlio, qui est-ce ?

Notre partenaire de plateforme de lecture numérique où vous retrouverez l'ensemble de vos ebooks gratuitement

Pour en savoir plus sur nos ebooks, consultez notre aide en ligne ici
C'est si simple ! Lisez votre ebook avec l'app Vivlio sur votre tablette, mobile ou ordinateur :
Google PlayApp Store
  • Nombre de pages264
  • FormatePub
  • ISBN978-0-262-33819-6
  • EAN9780262338196
  • Date de parution03/02/2017
  • Protection num.Adobe DRM
  • Taille4 Mo
  • Infos supplémentairesepub
  • ÉditeurThe MIT Press

Résumé

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.