Record ID | marc_columbia/Columbia-extract-20221130-024.mrc:150891265:4266 |
Source | marc_columbia |
Download Link | /show-records/marc_columbia/Columbia-extract-20221130-024.mrc:150891265:4266?format=raw |
LEADER: 04266cam a2200541 i 4500
001 11747009
005 20160217152422.0
008 150528s2015 mnua b s001 0 eng
010 $a 2015019104
035 $a(OCoLC)ocn907651045
040 $aDLC$beng$erda$cDLC$dYDX$dYDXCP$dBTCTA$dBDX$dOCLCF$dCLE$dCOO$dYUS$dOCLCO$dPUL$dOCL$dOCLCO
020 $a9780816691838 (paperback)
020 $a0816691835 (paperback)
020 $a9780816691821 (hc)
020 $a0816691827 (hc)
024 8 $a40025457289
029 1 $aAU@$b000054846872
035 $a(OCoLC)907651045
042 $apcc
043 $an-us---
050 00 $aGV1469.3$b.K6 2015
082 00 $a794.8$223
084 $aHIS054000$aCOM079000$aCOM080000$2bisacsh
049 $aZCUA
100 1 $aKocurek, Carly A.
245 10 $aCoin-operated Americans :$brebooting boyhood at the video game arcade /$cCarly A. Kocurek.
264 1 $aMinneapolis :$bUniversity of Minnesota Press,$c2015.
300 $axxvii, 244 pages :$billustrations ;$c24 cm
336 $atext$2rdacontent
337 $aunmediated$2rdamedia
338 $avolume$2rdacarrier
520 $a"Video gaming: it's a boy's world, right? That's what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry's craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade.From the dawn of the golden age of video games with the launch of Atari's Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the "video gamer" as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming's first moral panic, generated by Exidy's Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes.Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys.A case study of this once emergent and now revived medium became the presumed enclave of boys and young men, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games--and in the digital working world beyond. "--$cProvided by publisher.
504 $aIncludes bibliographical references (page 215-231) and index.
505 8 $aThe microcosmic arcade : playing at the cultural vanguard -- Gaming's gold medalists : twin galaxies and the rush to competitive gaming -- Adapting violence : Death Race and the history of gaming moral Panic -- Anarchy in the arcade : regulating coin-op video games -- Play saves the day : TRON, WarGames, and the gamer as protagonist -- The arcade is dead, long live the arcade : nostalgia in an era of ubiquitous computing -- The future is now : changes in gaming culture.
650 0 $aVideo games$zUnited States$xHistory.
650 0 $aVideo games$xSocial aspects$zUnited States.
650 0 $aCoin-operated machines$zUnited States$xHistory.
650 0 $aBoys$zUnited States.
650 7 $aHISTORY / Social History.$2bisacsh
650 7 $aCOMPUTERS / Social Aspects / General.$2bisacsh
650 7 $aCOMPUTERS / History.$2bisacsh
650 7 $aBoys$2fast$0(OCoLC)fst00837358
650 7 $aCoin-operated machines.$2fast$0(OCoLC)fst00866629
650 7 $aVideo games.$2fast$0(OCoLC)fst01166421
650 7 $aVideo games$xSocial aspects.$2fast$0(OCoLC)fst01166440
651 7 $aUnited States.$2fast$0(OCoLC)fst01204155
655 7 $aHistory.$2fast$0(OCoLC)fst01411628
852 00 $bbar$hGV1469.3$i.K6 2015