Automatic Pleasures

Automatic Pleasures PDF Author: Nic Costa
Publisher:
ISBN:
Category : Business & Economics
Languages : en
Pages : 232

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Book Description
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

Automatic Pleasures

Automatic Pleasures PDF Author: Nic Costa
Publisher:
ISBN:
Category : Business & Economics
Languages : en
Pages : 232

Get Book Here

Book Description
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

Automatic Pleasures

Automatic Pleasures PDF Author: Nic Costa
Publisher: D'Aleman Publishing
ISBN: 9789963291724
Category : Coin-operated machines
Languages : en
Pages : 224

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Book Description
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!

Hollywood Aesthetic

Hollywood Aesthetic PDF Author: Todd Berliner
Publisher: Oxford University Press
ISBN: 0190658770
Category : Performing Arts
Languages : en
Pages : 321

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Book Description
Hollywood makes the most widely successful pleasure-giving artworks the world has ever known. The industry operates under the assumption that pleasurable aesthetic experiences, among huge populations, translate into box office success. With that goal in mind, Hollywood has systematized the delivery of aesthetic pleasure, packaging and selling it on a massive scale. In Hollywood Aesthetic, Todd Berliner accounts for the chief attraction of Hollywood cinema worldwide: its entertainment value. The book examines films such as City Lights and Goodfellas that have earned aesthetic appreciation from both fans and critics. But it also studies some curious outliers, cult films, and celebrated Hollywood experiments, such as The Killing and Starship Troopers. And it demonstrates that even ordinary popular films, from Tarzan and His Mate to Rocky III, as well as action blockbusters, like Die Hard and The Dark Knight, offer aesthetic pleasure to mass audiences. Hollywood Aesthetic explains how Hollywood engages viewers by satisfying their aesthetic desires. Visit the companion website at www.oup.com/us/hollywoodaesthetic

The Age of Chance

The Age of Chance PDF Author: Gerda Reith
Publisher: Routledge
ISBN: 1134680309
Category : Games & Activities
Languages : en
Pages : 227

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Book Description
Historical context: locates gambling in attitudes from Aristotle to present day Las Vegas Growing area of interest: here and in the US. Links to Social History, Anthropology and Consumption Studies Strong market potential in US and Far East Good US reviews (Steve Seidman, Univ New York, Albany); Norman Denzin, University of Illinois at Urbana Champaign Topical: recent surge of gambling in Britain with National Lottery; deregulation of gambling industry

Granular Modernism

Granular Modernism PDF Author: Beci Carver
Publisher: OUP Oxford
ISBN: 0191019909
Category : Literary Criticism
Languages : en
Pages : 209

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Book Description
Granular Modernism understands the way that some Modernist texts put themselves together as a way of pulling themselves apart. In this volume, Beci Carver offers a new way of reading Modernist novels and poems , by drawing attention to the anomalies that make them difficult to summarise or simplify. Carver proposes that rather than trying to find the shapes of narrative or argument in their writing, the 'Granular Modernists' - namely, Joseph Conrad, William Gerhardie, Evelyn Waugh, Henry Green, T.S. Eliot, W.H. Auden, and Samuel Beckett - experiment in certain of their works in finding the shapelessness of a moment in history that increasingly confidently called itself 'modern', which was to call itself shapeless. The project of Modernism in the late nineteenth and the first half of the twentieth century, was to find a story to tell about an era full of beginnings. The project of 'Granular Modernism' was to find a way of turning the inchoateness of the modern moment into art. Granular Modernism takes from the Naturalist movements of the nineteenth and early twentieth century its attentiveness to the process of mundane experiences like eating or waiting. But where Naturalism sets out to offer a complete picture of a way of life, Granular Modernism's eating and waiting fail to amount to anything more; to paraphrase Evelyn Waugh: 'The most they can hope for is a cumulative futility.' Frank Norris once described one of Stephen Crane's narrators as: 'a locust in a grain elevator attempting to empty the silo by carrying off one grain at a time.' Norris is being dismissive. But his image of pointless, meticulous, indefinite manoeuvre potentially defines the ambition of the Granular Modernists.

Handbook of Computer Game Studies

Handbook of Computer Game Studies PDF Author: Joost Raessens
Publisher: MIT Press
ISBN: 0262516586
Category : Computers
Languages : en
Pages : 471

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Book Description
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

A Companion to Early Cinema

A Companion to Early Cinema PDF Author: André Gaudreault
Publisher: John Wiley & Sons
ISBN: 1444332317
Category : Performing Arts
Languages : en
Pages : 660

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Book Description
An authoritative and much-needed overview of the main issues in the field of early cinema from over 30 leading international scholars in the field First collection of its kind to offer in one reference: original theory, new research, and reviews of existing studies in the field Features over 30 original essays from some of the leading scholars in early cinema and Film Studies, including Tom Gunning, Jane Gaines, Richard Abel, Thomas Elsaesser, and André Gaudreault Caters to renewed interest in film studies’ historical methods, with strict analysis of multiple and competing sources, providing a critical re-contextualization of films, printed material and technologies Covers a range of topics in early cinema, such as exhibition, promotion, industry, pre-cinema, and film criticism Broaches the latest research on the subject of archival practices, important particularly in the current digital context

History of Digital Games

History of Digital Games PDF Author: Andrew Williams
Publisher: CRC Press
ISBN: 1317503813
Category : Computers
Languages : en
Pages : 273

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Book Description
The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.

James Joyce and Photography

James Joyce and Photography PDF Author: Georgina Binnie-Wright
Publisher: Bloomsbury Publishing
ISBN: 1350136972
Category : Literary Criticism
Languages : en
Pages : 224

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Book Description
James Joyce and Photography is the first book to explore in-depth James Joyce's personal and professional engagement with photography. Photographs, photographic devices and photographically-inspired techniques appear throughout Joyce's work, from his narrator's furtive proto-photographic framing in Silhouettes (c. 1897), to the aggressively-minded 'Tulloch-Turnbull girl with her coldblood kodak' in Finnegans Wake (1939). Through an exploration of Joyce's manuscripts and photographic and newspaper archival material, as well as the full range of his major works, this book sheds new light on his sustained interest in this visual medium. This project takes Joyce's intention in Dubliners (1914) to 'betray the soul of that hemiplegia or paralysis which many consider a city' as key to his interaction with photography, which in his literature occupies a dual position between stasis and innovation.

The Strongest Armour, the Sharpest Word

The Strongest Armour, the Sharpest Word PDF Author: J.M. Jimenez
Publisher: AuthorHouse
ISBN: 1496943767
Category : Poetry
Languages : en
Pages : 111

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Book Description
Many of us have roles as employee, spouse, sibling, friend, or otherwise that never meet. Because of the way we established them, they remain separate. The Strongest Armor, the Sharpest Word tells us about the things we know butfor whatever reasonnever do. This book is a twenty-year project that comes from listening to those reasons from thousands of people just like you and me. My goal is that this book will help you bridge that gap, create inner peace, and have the confidence to simplify your life. I hope it helps you through whatever curve life throws you as it has helped many, including me. Thank you.