LEADER 03877cam 2200457 i 4500001 ocn952200197 003 OCoLC 005 20171206191143.9 008 160620s2017 maua b 001 0 eng 010 2016028476 019 985861469986197530986291668 020 9780262035712 |q(hardcover ; |qalk. paper) 020 0262035715 |q(hardcover ; |qalk. paper) 035 (Sirsi) 99974671490 035 99974671490 035 (OCoLC)952200197 |z(OCoLC)985861469 |z(OCoLC)986197530 |z(OCoLC)986291668 040 DLC |beng |erda |cDLC |dOCLCF |dBDX |dYDX |dBTCTA |dMYG |dCOX |dEQO |dDAC |dOCLCO |dOCLCQ |dUtOrBLW 042 pcc 043 n-us--- 050 00 GV1469.3 |b.N484 2017 082 00 794.8 |223 100 1 Newman, Michael Z. |eauthor. |=^A1104094 245 10 Atari age : |bthe emergence of video games in America / |cMichael Z. Newman. 264 1 Cambridge, MA : |bMIT Press, |c[2017] 300 xii, 252 pages : |billustrations ; |c24 cm 336 text |btxt |2rdacontent 337 unmediated |bn |2rdamedia 338 volume |bnc |2rdacarrier 504 Includes bibliographical references (pages 231-241) and index. 505 0 Introduction: early video games and new media history -- Good clean fun: the origins of the video arcade -- "Don't watch TV tonight. Play it!": early video games and television -- Space Invaders: masculine play in the media room -- Video games as computers, computers as toys -- Video kids endangered and improved -- Pac-Man fever. 520 "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."--Jacket. 650 0 Video games |zUnited States. |=^A179003 650 0 Video games industry |zUnited States. |=^A888377 650 7 Video games. |2fast |0(OCoLC)fst01166421 650 7 Video games industry. |2fast |0(OCoLC)fst01740868 651 7 United States. |2fast |0(OCoLC)fst01204155 |?UNAUTHORIZED 949 |i30372016655349 |ojjlm 960 |o1 |s29.95 |tJoyner48 |uJPHI |zUSD 596 1 998 4808203