Coin-Operated Americans

Coin-Operated Americans PDF

Author: Carly A. Kocurek

Publisher: U of Minnesota Press

Published: 2015-09-30

Total Pages: 208

ISBN-13: 1452945217

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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.

Nation on the Take

Nation on the Take PDF

Author: Wendell Potter

Publisher: Bloomsbury Publishing USA

Published: 2016-03-01

Total Pages: 288

ISBN-13: 1632861100

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American democracy has become coin operated. Special interest groups increasingly control every level of government. The necessity of raising huge sums of campaign cash has completely changed the character of politics and policy making, determining what elected representatives stand for and how their time is spent. The marriage of great wealth and intense political influence has rendered our country unable to address our most pressing problems, from runaway government spending to climate change to the wealth gap. It also defines our daily lives: from the cars we drive to the air we breathe to the debt we owe. In this powerful work of reportage, Wendell Potter and Nick Penniman, two vigilant watchdogs, expose legalized corruption and link it to the kitchen-table issues citizens face every day. Inciting our outrage, the authors then inspire us by introducing us to an army of reformers laying the groundwork for change, ready to be called into action. The battle plan for reform presented is practical, realistic, and concrete. No one--except some lobbyists and major political donors--likes business as usual, and this book aims to help forge a new army of reformers who are compelled by a patriotic duty to fight for a better democracy. An impassioned, infuriating, yet ultimately hopeful call to arms, Nation on the Take lays bare the reach of moneyed interests and charts a way forward, toward the recovery of America's original promise.

Atari Age

Atari Age PDF

Author: Michael Z. Newman

Publisher: MIT Press

Published: 2017

Total Pages: 266

ISBN-13: 0262035715

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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.

Automatic Pleasures

Automatic Pleasures PDF

Author: Nic Costa

Publisher: D'Aleman Publishing

Published: 2013-06-02

Total Pages: 224

ISBN-13: 9789963291724

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This book has stood the test of time. Copies of the first edition have over the years regularly sold for many times the cover price. The full color book is once more in print. Since its original publication it has been cited in many academic papers and has since become the definitive work on the subject. It caused embarrassment to the huge American coin machine industry when it was first published in 1988- they were busy celebrating the centenary of the Juke Box in that year as an American invention whereas the book revealed that it was actually an earlier British invention. It awoke huge interest in Japan by giving them long sought answers as to the origins of the Pachinko machine (which at the time was consuming as much as a quarter of the gross domestic product in Japan). As a direct result of the book a new museum was established in the Japanese city of Kobe and for a short while the author became a national celebrity there. The book established many new facts and destroyed many of the myths that had arisen in the gaming industry during the 20th century. Originally an ancient Greek invention, the advent of the coin machine in the 19th century heralded a Victorian revolution which sought to establish a fully automated society. The visionaries of the past are the direct forbears of the all pervasive computer industries -without the gaming and coin machine industries it is doubtful as to whether today's computer dominated age would have ever happened. Most important of all, it is fun to read!

They Create Worlds

They Create Worlds PDF

Author: Alexander Smith

Publisher: CRC Press

Published: 2019-11-19

Total Pages: 575

ISBN-13: 042975261X

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They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.

Coin Blasters Arcade

Coin Blasters Arcade PDF

Author: Karen Phillips

Publisher:

Published: 2012-03

Total Pages: 0

ISBN-13: 9780545396271

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If any single, universal truth binds the brotherhood of man, it is this: Kids love hitting targets. Or at least aiming for them. The video game industry owes its existence to this reality - but the virtual world pales in comparison to the satisfying real-life THONK! of a palpable hit. Celebrate that shoot-'em-up energy with Coin Blasters, a collection of competitive table-top target games in a book. The coin blasters themselves are sturdy plastic chutes we've painstakingly custom-molded to hold a coin steady and upright on its edge. With a simple flick of a finger, and a smidgen of practice, anyone can send that coin zooming with surprising speed and accuracy straight at the target. And what targets! The book is full of awesome paper engineering, resulting in a wide array of games. Take slap shots at a hockey goalie, shoot baskets at the Hot Shot Blaster Hoop, knock the teeth out of a monster's mouth, flick a nickel field foal, and rescue pennies from a well-protected, uber-fortified, piggy bank prison. Ten different games test your coin-blasting mastery and let you dominate the kitchen table. Now that's how you manage your money.

American Freak Show

American Freak Show PDF

Author: Willie Geist

Publisher: Hachette Books

Published: 2011-08-02

Total Pages: 177

ISBN-13: 1401304222

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This is not the first book written about quantum mechanics, but it just might be the last. The theory presented inside these pages is so revolutionary that it has stunned the scientific community into reconsidering centuries of thought about the behavior of energy and matter. Prepare to have your mind blown. Sorry, that's the introduction to Willie Geist's next book--the culmination of his life's work. Look for it next spring, just in time for Mother's Day. This book is about his other passion: freaks. When he's not in the lab, Geist spends his time on MSNBC's Morning Joe sifting through the wreckage of American politics and popular culture. These days, that's a big job. With an Alaska hockey mom turning, almost overnight, into a national icon and threatening to move from Wasilla to the White House, with the world's most famous athlete now associated less with the Masters and more with the strippers, and with reality TV working around the clock to ensure the constitutional right of every man, woman, and child to fifteen minutes of fame, Geist's business is thriving. In his hilarious first book, American Freak Show, Geist takes the smart, biting observation loved by his television audience to new satirical extremes. The real-life characters who now haunt our daily lives are cast as stars in completely made-up scenes that, frankly, are not all that far from reality. Geist treats us to the first look at President Sarah Palin's unconventional inaugural address, performed live on WWE's Monday Night Raw after her renegade victory in the 2012 election. We go inside the ballroom for a Dean Martin-style welcome roast of Bernie Madoff upon his arrival in Hell, with Pol Pot serving as sidesplitting roastmaster. Geist provides us with never-before-seen FBI wiretap transcripts of the more mundane, but equally profane, telephone conversations of former Illinois governor Rod Blagojevich. And George W. Bush's batting-cage-and-waterslide-themed plans for a presidential library are laid out publicly for the first time. From Obama to Oprah, Afghanistan to Lohan, and Snooki to the Salahis, Willie Geist spares no one as our host of this wild American Freak Show. You'll laugh out loud while weeping for the future of America.

Vending Machines

Vending Machines PDF

Author: Kerry Segrave

Publisher: McFarland

Published: 2012-09-24

Total Pages: 291

ISBN-13: 0786481595

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Although the 1880s are considered the beginning of the vending machine era, these devices have existed for a couple of thousand years. The earliest reference to a vending machine was made by Hero—a Greek mathematician, physicist and engineer who probably lived in Alexandria during the first century a.d.—who described and illustrated a coin-operated device to be used for vending sacrificial water in Egyptian temples. Completely automatic, the device was set in operation by the insertion of a five-drachma coin. This work traces the history of the vending machine from its inception to its current place in popular American culture, with the eight chapters covering significant eras. Successes and failures of the machines, economic factors influencing the popularity (or lack thereof) of vending machines, and the struggle of industry to become a dominant, large-scale method of retailing products are discussed. This text is richly illustrated and includes appendices on vending dollar value, vending sales by location type and vending statistics.

Game Plan

Game Plan PDF

Author: Charles Wilson

Publisher: St. Martin's Press

Published: 2016-06-21

Total Pages: 304

ISBN-13: 1250126940

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National bestselling author Charles Wilson delivers a cutting-edge thriller based on real-life experiments at improving human intelligence currently underway in both government and private circles. Imagine a computer chip no bigger than the tip of a pencil. This chip, if implanted in a human brain, could give someone encyclopedic knowledge, lightning-fast reflexes and superior learning skills. In a remote military hospital in Montana, an experiment is being performed: implant the chip into the brains of five volunteers. These volunteers, four men and one woman, are all serving life sentences in prison. The experiment works...but the five criminals escape. One young doctor is pulled into the intrigue by the baffling murder of his medical school mentor. Can this one doctor stop the conspiracy of five powerful opponents...whose driving desire is absolute and total control?

America in Retreat

America in Retreat PDF

Author: Bret Stephens

Publisher: Sentinel

Published: 2015-10-27

Total Pages: 290

ISBN-13: 1595231218

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"Americans are weary of acting as the world's policeman, especially in the face of our unending economic troubles at home. President Obama stands for cutting defense budgets, leaving Afghanistan, abandoning Iraq, appeasing Russia, and offering premature declarations of victory over al Qaeda. Meanwhile, some Republicans now also argue for a far smaller and less expensive American footprint abroad. Pulitzer Prize-winning Wall Street Journal columnist Bret Stephens rejects this view. As he sees it, retreating from our global responsibilities will ultimately exact a devastating price to our security and prosperity. In the 1930s, it was the weakness and vacillation of the democracies that led to war and genocide. Today the regimes in Tehran, Damascus, Beijing, and Moscow continue to test America's will. Americans have often been tempted to turn our backs on a world that fails to live up to our idealism and doesn't easily bend. But succumbing to that temptation always leads to tragedy. The mantle of global leadership is a responsibility we must shoulder for the sake of our freedom, our prosperity, and our safety"--