Arcade Mania!

Arcade Mania!

Author: ブライアンアッシュクラフト

Publisher: Kodansha

Published: 2008-09-24

Total Pages: 200

ISBN-13:

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Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta (game center). Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game. The tour begins with UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classics from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about each game, all lavishly illustrated with photographs and game graphics.


Arcade Britannia

Arcade Britannia

Author: Alan Meades

Publisher: MIT Press

Published: 2022-10-25

Total Pages: 337

ISBN-13: 0262372355

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The story of the British amusement arcade from the 1800s to the present. Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline. Arcade Britannia highlights the differences between British and North American arcades, especially in terms of the complex relationship between gambling and amusements. He also underlines Britain’s role in introducing coin-operated technologies into Europe, as well as the industry’s close links to America and, especially, Japan. He shows how the British arcade is a product of centuries of public play, gambling, entrepreneurship, and mechanization. Examining the arcade’s history through technological, social, cultural, biographic, and legislative perspectives, he describes a pendulum shift between control and liberalization, as well as the continued efforts of concerned moralists to limit and regulate public play. Finally, he recounts the impact on the industry of legislative challenges that included vicious taxation, questions of whether copyright law applied to video-game code, and the peculiar moment when every arcade game in Britain was considered a cinema.


Game After

Game After

Author: Raiford Guins

Publisher: MIT Press

Published: 2014-01-24

Total Pages: 371

ISBN-13: 0262320185

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A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.


InfoWorld

InfoWorld

Author:

Publisher:

Published: 1984-04-23

Total Pages: 88

ISBN-13:

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InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.


PC Mag

PC Mag

Author:

Publisher:

Published: 1996-01-09

Total Pages: 422

ISBN-13:

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PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.


The Culture of Digital Fighting Games

The Culture of Digital Fighting Games

Author: Todd Harper

Publisher: Routledge

Published: 2013-11-26

Total Pages: 172

ISBN-13: 1136747648

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This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.


Nintendo

Nintendo

Author: Mary Firestone

Publisher: ABDO

Published: 2011

Total Pages: 116

ISBN-13: 9781617148095

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Examines the company Nintendo and the people who took it from a card company to a leader in the video gaming world.


Best Buds Together Fun

Best Buds Together Fun

Author: Jake Black

Publisher: Penguin

Published: 2016-06-28

Total Pages: 98

ISBN-13: 1101995165

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A super fun book based on Steven Universe, a hugely popular Cartoon Network show about Steven, an endearing, lovable boy with growing magical abilities, and the Crystal Gems, a trio of powerful women who watch over Steven and protect humankind from harm. Are you ready to join Steven and his crew on heroic adventures? Test your knowledge of all things Steven Universe with quizzes about the Crystal Gems and Beach City, try your hand at a job at the Donut Shop, and design your own game for the Funland Arcade. It's like you and Steven were destined to be best buds!


It's All a Game

It's All a Game

Author: Tristan Donovan

Publisher: Thomas Dunne Books

Published: 2017-05-30

Total Pages: 303

ISBN-13: 1250082722

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Renowned games expert Tristan Donovan opens the box on the incredible history and psychology of board games. With these compelling stories and characters, Donovan reveals why board games have captured hearts and minds all over the world for generations.


Super Mario

Super Mario

Author: Jeff Ryan

Publisher: Penguin

Published: 2011-08-04

Total Pages: 226

ISBN-13: 1101517638

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The story of Nintendo's rise and the beloved icon who made it possible. Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: *Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. *Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. *The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.