Atari Age: The Emergence of Video Games in America (MIT Press)
暫譯: 雅達利時代:美國電子遊戲的興起 (麻省理工學院出版社)

Michael Z. Newman

  • 出版商: MIT
  • 出版日期: 2017-02-10
  • 售價: $1,430
  • 貴賓價: 9.5$1,359
  • 語言: 英文
  • 頁數: 264
  • 裝訂: Hardcover
  • ISBN: 0262035715
  • ISBN-13: 9780262035712
  • 海外代購書籍(需單獨結帳)

商品描述

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.

商品描述(中文翻譯)

隨著1972年Magnavox Odyssey和Pong的推出,電子遊戲無論是在遊樂場、酒吧還是家庭娛樂室中,都成為了流行文化的一部分,類似於電視。事實上,電子遊戲有時被視為對電視的改進,因為它們促進了參與而非被動消費。這些「太空時代的彈珠台」為投幣遊戲賦予了高科技和更受尊重的形象。在Atari Age中,Michael Newman描繪了電子遊戲在美國的興起,從球拍遊戲到像Space InvadersPac-Man等熱門遊戲,描述了它們與其他娛樂和技術的關係,並展示了它們如何與中產階級、年輕人和男性氣質相聯繫。

Newman指出,電子遊戲這一「新媒體」的理解方式多樣,甚至矛盾。它們是家庭娛樂(但主要是為男孩設計)、比電視更好(但可能有害)、以及教育工具(但浪費電腦時間)。Newman根據多種來源進行分析,包括遊戲及其包裝、流行媒體、行業報導和粉絲媒體的報導、當時的社會科學研究、廣告和商店目錄,以及電影和電視中的表現,描述了這一新興媒介身份的文化矛盾系列。電子遊戲會體現中產階級的體面,還是會受到遊樂場不良聲譽的影響?它們會促進家庭團聚,還是讓男孩逃避家庭生活?它們會使新型家用電腦成為教育工具,還是僅僅是一種被美化的玩具?當時和現在,許多人擔心電子遊戲對玩家的影響,而另一些人則讚揚電子遊戲讓孩子們熟悉對信息時代至關重要的技術。

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