Author: Alex G. Malloy
Publisher: Krause Publications
ISBN: 9780930625603
Category : Board games
Languages : en
Pages : 0
Book Description
The most comprehensive guide to American games ever published. Describes, lists, and values over 9,000 games, and includes more than 1,000 photos of rare and unusual items. Also provides tips on collecting games, and an overview of their evolution.
Playing at the Next Level
Author: Ken Horowitz
Publisher: McFarland
ISBN: 078649994X
Category : Games & Activities
Languages : en
Pages : 311
Book Description
Today a multinational video game developer, Sega was the first to break Nintendo's grip on the gaming industry, expanding from primarily an arcade game company to become the dominant game console manufacturer in North America. A major part of that success came from the hard work and innovation of its subsidiary, Sega of America, who in a little more than a decade wrested the majority market share from Nintendo and revolutionized how games were made. Drawing on interviews with nearly 100 Sega alumni, this book traces the development of the company, revealing previously undocumented areas of game-making history, including Sega's relationship with Tonka, the creation of its internal studios, and major breakthroughs like the Sega Channel and HEAT Network. More than 40 of the company's most influential games are explored in detail.
Publisher: McFarland
ISBN: 078649994X
Category : Games & Activities
Languages : en
Pages : 311
Book Description
Today a multinational video game developer, Sega was the first to break Nintendo's grip on the gaming industry, expanding from primarily an arcade game company to become the dominant game console manufacturer in North America. A major part of that success came from the hard work and innovation of its subsidiary, Sega of America, who in a little more than a decade wrested the majority market share from Nintendo and revolutionized how games were made. Drawing on interviews with nearly 100 Sega alumni, this book traces the development of the company, revealing previously undocumented areas of game-making history, including Sega's relationship with Tonka, the creation of its internal studios, and major breakthroughs like the Sega Channel and HEAT Network. More than 40 of the company's most influential games are explored in detail.
Cultural Code
Author: Phillip Penix-Tadsen
Publisher: MIT Press
ISBN: 0262034050
Category : Games & Activities
Languages : en
Pages : 345
Book Description
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.
Publisher: MIT Press
ISBN: 0262034050
Category : Games & Activities
Languages : en
Pages : 345
Book Description
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.
The Americas [2 volumes]
Author: Kimberly J. Morse
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 1437
Book Description
This two-volume encyclopedia profiles the contemporary culture and society of every country in the Americas, from Canada and the United States to the islands of the Caribbean and the many countries of Latin America. From delicacies to dances, this encyclopedia introduces readers to cultures and customs of all of the countries of the Americas, explaining what makes each country unique while also demonstrating what ties the cultures and peoples together. The Americas profiles the 40 nations and territories that make up North America, Central America, the Caribbean, and South America, including British, U.S., Dutch, and French territories. Each country profile takes an in-depth look at such contemporary topics as religion, lifestyle and leisure, cuisine, gender roles, dress, festivals, music, visual arts, and architecture, among many others, while also providing contextual information on history, politics, and economics. Readers will be able to draw cross-cultural comparisons, such as between gender roles in Mexico and those in Brazil. Coverage on every country in the region provides readers with a useful compendium of cultural information, ideal for anyone interested in geography, social studies, global studies, and anthropology.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Social Science
Languages : en
Pages : 1437
Book Description
This two-volume encyclopedia profiles the contemporary culture and society of every country in the Americas, from Canada and the United States to the islands of the Caribbean and the many countries of Latin America. From delicacies to dances, this encyclopedia introduces readers to cultures and customs of all of the countries of the Americas, explaining what makes each country unique while also demonstrating what ties the cultures and peoples together. The Americas profiles the 40 nations and territories that make up North America, Central America, the Caribbean, and South America, including British, U.S., Dutch, and French territories. Each country profile takes an in-depth look at such contemporary topics as religion, lifestyle and leisure, cuisine, gender roles, dress, festivals, music, visual arts, and architecture, among many others, while also providing contextual information on history, politics, and economics. Readers will be able to draw cross-cultural comparisons, such as between gender roles in Mexico and those in Brazil. Coverage on every country in the region provides readers with a useful compendium of cultural information, ideal for anyone interested in geography, social studies, global studies, and anthropology.
Atari Age
Author: Michael Z. Newman
Publisher: MIT Press
ISBN: 0262035715
Category : Games & Activities
Languages : en
Pages : 266
Book Description
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.
Publisher: MIT Press
ISBN: 0262035715
Category : Games & Activities
Languages : en
Pages : 266
Book Description
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.
Games of the North American Indians
Author: Stewart Culin
Publisher: New York : AMS Press
ISBN:
Category : Social Science
Languages : en
Pages : 944
Book Description
Publisher: New York : AMS Press
ISBN:
Category : Social Science
Languages : en
Pages : 944
Book Description
Games
Author: Bruce Whitehill
Publisher:
ISBN: 9780870695834
Category : Antiques & Collectibles
Languages : en
Pages : 197
Book Description
Profiles and prices games manufactured from 1822-1992, and gives histories of hundreds of manufacturers, including, Milton Bradley, Selchow & Righter, and Parker Brothers
Publisher:
ISBN: 9780870695834
Category : Antiques & Collectibles
Languages : en
Pages : 197
Book Description
Profiles and prices games manufactured from 1822-1992, and gives histories of hundreds of manufacturers, including, Milton Bradley, Selchow & Righter, and Parker Brothers
Video Games and American Culture
Author: Aaron A. Toscano
Publisher: Rowman & Littlefield
ISBN: 1793601313
Category : Social Science
Languages : en
Pages : 163
Book Description
Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.
Publisher: Rowman & Littlefield
ISBN: 1793601313
Category : Social Science
Languages : en
Pages : 163
Book Description
Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.
Handbook of American Indian Games
Author: Allan and Paulette Macfarlan
Publisher: Courier Corporation
ISBN: 0486157563
Category : History
Languages : en
Pages : 287
Book Description
Rich collection of 150 authentic American Indian games for boys and girls of all ages: running, relay, kicking, throwing and rolling, tossing and catching, guessing, group-challenge and many other games. 74 black-and-white illustrations.
Publisher: Courier Corporation
ISBN: 0486157563
Category : History
Languages : en
Pages : 287
Book Description
Rich collection of 150 authentic American Indian games for boys and girls of all ages: running, relay, kicking, throwing and rolling, tossing and catching, guessing, group-challenge and many other games. 74 black-and-white illustrations.
The Rubber-ball Games of the Americas
Author: American Ethnological Society
Publisher:
ISBN:
Category : Ball games
Languages : en
Pages : 142
Book Description
Publisher:
ISBN:
Category : Ball games
Languages : en
Pages : 142
Book Description
Germany and the Americas [3 volumes]
Author: Thomas Adam
Publisher: Bloomsbury Publishing USA
ISBN: 1851096337
Category : History
Languages : en
Pages : 1366
Book Description
This comprehensive encyclopedia details the close ties between the German-speaking world and the Americas, examining the extensive Germanic cultural and political legacy in the nations of the New World and the equally substantial influence of the Americas on the Germanic nations. From the medical discoveries of Dr. Johann Siegert, surgeon general to Simon Bolivar, to the amazing explorations of the early-19th-century German explorer Alexander von Humboldt, whose South American and Caribbean travels made him one of the most celebrated men in Europe, Germany and the Americas examines both the profound Germanic cultural and political legacy throughout the Americas and the lasting influence of American culture on the German-speaking world. Ever since Baron von Steuben helped create George Washington's army, German Americans have exhibited decisive leadership not only in the military, but also in politics, the arts, and business. Germany and the Americas charts the lasting links between the Germanic world and the nations of the Americas in a comprehensive survey featuring a chronology of key events spanning 400 years of transatlantic history.
Publisher: Bloomsbury Publishing USA
ISBN: 1851096337
Category : History
Languages : en
Pages : 1366
Book Description
This comprehensive encyclopedia details the close ties between the German-speaking world and the Americas, examining the extensive Germanic cultural and political legacy in the nations of the New World and the equally substantial influence of the Americas on the Germanic nations. From the medical discoveries of Dr. Johann Siegert, surgeon general to Simon Bolivar, to the amazing explorations of the early-19th-century German explorer Alexander von Humboldt, whose South American and Caribbean travels made him one of the most celebrated men in Europe, Germany and the Americas examines both the profound Germanic cultural and political legacy throughout the Americas and the lasting influence of American culture on the German-speaking world. Ever since Baron von Steuben helped create George Washington's army, German Americans have exhibited decisive leadership not only in the military, but also in politics, the arts, and business. Germany and the Americas charts the lasting links between the Germanic world and the nations of the Americas in a comprehensive survey featuring a chronology of key events spanning 400 years of transatlantic history.