Atari Age

Atari Age  (English, Paperback, Newman Michael Z.)

Be the first to Review this product
₹127/month
12 months EMI Plan with HDFC Bank
₹1,396
1,459
4% off
i
Available offers
  • Bank Offer5% Unlimited Cashback on Flipkart Axis Bank Credit Card
    T&C
  • EMI starting from ₹127/month
  • Delivery
    Check
    Enter pincode
      Delivery by13 May, Tuesday|87
      ?
      if ordered before 4:59 PM
    View Details
    Author
    Read More
    Highlights
    • Language: English
    • Binding: Paperback
    • Publisher: MIT Press Ltd
    • Genre: Games
    • ISBN: 9780262536110, 9780262536110
    • Edition: 2018
    • Pages: 264
    Services
    • Cash on Delivery available
      ?
    Seller
    BOOKCENTRE
    4.5
    • 7 Days Replacement Policy
      ?
  • See other sellers
  • 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.
    Read More
    Specifications
    Book Details
    Imprint
    • MIT Press
    Publication Year
    • 2018
    Dimensions
    Width
    • 17 mm
    Height
    • 229 mm
    Length
    • 152 mm
    Have doubts regarding this product?
    Safe and Secure Payments.Easy returns.100% Authentic products.
    You might be interested in
    Art Books
    Min. 50% Off
    Shop Now
    Business And Management Books
    Special offer
    Shop Now
    Society And Culture Books
    Special offer
    Shop Now
    Other Lifestyle Books
    Special offer
    Shop Now
    Back to top