LEADER 02452nam 2200601 450 001 9910797706203321 005 20230126213802.0 010 $a1-4529-4520-9 035 $a(CKB)3710000000538171 035 $a(EBL)4391801 035 $a(SSID)ssj0001590016 035 $a(PQKBManifestationID)16284474 035 $a(PQKBTitleCode)TC0001590016 035 $a(PQKBWorkID)12488043 035 $a(PQKB)11666924 035 $a(MiAaPQ)EBC4391801 035 $a(Au-PeEL)EBL4391801 035 $a(CaPaEBR)ebr11152970 035 $a(CaONFJC)MIL881660 035 $a(OCoLC)939262494 035 $a(EXLCZ)993710000000538171 100 $a20160218h20152015 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aCoin-operated Americans $erebooting boyhood at the video game arcade /$fCarly A. Kocurek 210 1$aMinneapolis, Minnesota ;$aLondon, England :$cUniversity of Minnesota Press,$d2015. 210 4$dİ2015 215 $a1 online resource (274 p.) 300 $aDescription based upon print version of record. 311 $a0-8166-9183-5 320 $aIncludes bibliographical references and index. 327 $aCover; Contents; Acknowledgments; Introduction; 1. THE MICROCOSMIC ARCADE: Playing at the Cultural Vanguard; 2. GAMING'S GOLD MEDALISTS: Twin Galaxies and the Rush to Competitive Gaming; 3. ADAPTING VIOLENCE: Death Race and the History of Gaming Moral Panic; 4. ANARCHY IN THE ARCADE: Regulating Coin-Op Video Games; 5. PLAY SAVES THE DAY: TRON, WarGames, and the Gamer as Protagonist; 6. THE ARCADE IS DEAD, LONG LIVE THE ARCADE: Nostalgia in an Era of Ubiquitous Computing; 7. THE FUTURE IS NOW: Changes in Gaming Culture; Notes; Bibliography; Index; A; B; C; D; E; F; G; H; I; J; K; L; M; N; O; P 327 $aQR; S; T; U; V; W 606 $aVideo games$zUnited States$xHistory 606 $aVideo games$xSocial aspects$zUnited States 606 $aCoin-operated machines$zUnited States$xHistory 606 $aBoys$zUnited States 615 0$aVideo games$xHistory. 615 0$aVideo games$xSocial aspects 615 0$aCoin-operated machines$xHistory. 615 0$aBoys 676 $a794.8 700 $aKocurek$b Carly A.$01532636 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910797706203321 996 $aCoin-operated Americans$93778905 997 $aUNINA