My Account Log in

2 options

Before the crash : early video game history / edited by Mark J. P. Wolf.

Ebook Central Academic Complete Available online

View online

Ebook Central College Complete Available online

View online
Format:
Book
Contributor:
Wolf, Mark J. P.
Series:
Contemporary approaches to film and television series.
Contemporary approaches to film and media series
Language:
English
Subjects (All):
Video games--History.
Video games.
Video games--Social aspects.
Physical Description:
1 online resource (xi, 255 pages) : illustrations
Edition:
1st ed.
Place of Publication:
Detroit : Wayne State University Press, c2012.
Language Note:
English
Summary:
Following the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games' lack of availability or their perceived "primitiveness" when compared to contemporary video games. In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period-from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry. Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume.
Contents:
Cover
Half-title
Title
Copyright
Contents
Foreword by Ed Rotberg
Acknowledgments
Introduction
Notes
Video Games Caught Up in History: Accessibility, Teleological Distortion, and Other Methodological Issues
Look Back in Anger: Accessibility Issues in the Computer Age
Emulation and Technical Proficiency
The Incomplete Object
Teleological Illusion: From Early Cinema to Early Video Games
Reconfiguring History
What's Victoria Got To Do with It? Toward an Archaeology of Domestic Video Gaming
Back to the Future, or Pre-Positioning the Video Game Console
The Home and the Media: Early Connections
The Stereoscope: The First True Domestic Media Device
A Tactile and Interactive Relationship with Domestic Media Develops
The Boy Showman Entertains the Family
Do It Yourself-In Good and In Bad
Conclusion: Playing Pranks on Winky
Ball-and-Paddle Consoles
Channel F for Forgotten: The Fairchild Video Entertainment System
History
Channel F, From the Bottom Up
Paradigms of Control
Easter Eggs
Conclusion
The Video Game Industry Crash of 1977
Early Rapid Growth
A System on a Chip
The Crash
The Industry Bounces Back
A Question of Character: Transmediation, Abstraction, and Identification in Early Games Licensed from Movies
Early Adventures in Movie-Game Convergence
A Question of Character: Abstraction and Identification
Conclusion: A Question of Character, After the Crash and Beyond
Every Which Way But . . . : Reading the Atari Catalog
Nostalgia, Ephemera, and the Cultures of Gaming
Digital Nostalgia
Input Codes
. . . But Loose?
One-Bit Wonders: Video Game Sound before the Crash
How Sound Was Made
How Sound Was Used.
Key Influential Games for Sound up to 1983: A Series of Firsts
The Rise and Fall of Cinematronics
A Quick Buck
Space Wars, or Is It War?
Vectorbeam and Me
Crossed Swords
Vectorbeam
Crossover
Late Nights at Cinematronics
Last Gasps
Another Grab Bag of Games and Legal Entanglements
WMS Wins the Games, I Sign the Papers
PGD, Trivia Master, and the Real End of Cinematronics
Color-Cycled Space Fumes in the Pixel Particle Shockwave: The Technical Aesthetics of Defender and the Williams Arcade Platform, 1980-82
Coin-Drop Capitalism: Economic Lessons from the Video Game Arcade
Sight
Sound
Play
Reflect
The Cost of Play
Arcade as Deviant Site
Arcades in Economic Context
Pinball and Modernity
Play As Training
Computerization and Economic Upheaval
Early Online Gaming: BBSs and MUDs
Bulletin Board Systems
Multi-User Dungeons
BBSs, MUDs, and Economics
Appendix A: Video Game History: Getting Things Straight
Appendix B: The Magnavox Co. v. Activision, Inc.: 1985 WL 9469 (N.D. Cal. 1985)
Contributors
Index
BackCover.
Notes:
Includes bibliographical references and index.
ISBN:
0-8143-3722-8
OCLC:
794667914

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account