LEADER 06485nam 2200625 a 450 001 9910960334003321 005 20251116162712.0 010 $a0-8143-3722-8 035 $a(CKB)3170000000046085 035 $a(SSID)ssj0000582003 035 $a(PQKBManifestationID)11349920 035 $a(PQKBTitleCode)TC0000582003 035 $a(PQKBWorkID)10537532 035 $a(PQKB)11612326 035 $a(MiAaPQ)EBC3416474 035 $a(OCoLC)794667914 035 $a(MdBmJHUP)muse15870 035 $a(Au-PeEL)EBL3416474 035 $a(CaPaEBR)ebr10561890 035 $a(OCoLC)923510909 035 $a(MiAaPQ)EBC31349307 035 $a(Au-PeEL)EBL31349307 035 $a(BIP)38474943 035 $a(BIP)38171995 035 $a(EXLCZ)993170000000046085 100 $a20120120d2012 uy 0 101 0 $aeng 135 $aurcn#---uuuuu 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aBefore the crash $eearly video game history /$fedited by Mark J. P. Wolf 205 $a1st ed. 210 $aDetroit $cWayne State University Press$dc2012 215 $a1 online resource (xi, 255 pages) $cillustrations 225 1 $aContemporary approaches to film and media series 311 08$a0-8143-3450-4 320 $aIncludes bibliographical references and index. 327 $aCover -- 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 -- Notes -- 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 -- Notes -- Ball-and-Paddle Consoles -- Notes -- Channel F for Forgotten: The Fairchild Video Entertainment System -- History -- Channel F, From the Bottom Up -- Paradigms of Control -- Easter Eggs -- Conclusion -- Notes -- The Video Game Industry Crash of 1977 -- Early Rapid Growth -- A System on a Chip -- The Crash -- The Industry Bounces Back -- Notes -- 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 -- Notes -- Every Which Way But . . . : Reading the Atari Catalog -- Nostalgia, Ephemera, and the Cultures of Gaming -- Digital Nostalgia -- Input Codes -- . . . But Loose? -- Notes -- One-Bit Wonders: Video Game Sound before the Crash -- How Sound Was Made -- How Sound Was Used. 327 $aKey Influential Games for Sound up to 1983: A Series of Firsts -- Conclusion -- Notes -- 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 -- Notes -- Color-Cycled Space Fumes in the Pixel Particle Shockwave: The Technical Aesthetics of Defender and the Williams Arcade Platform, 1980-82 -- Notes -- 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 -- Conclusion -- Notes -- Early Online Gaming: BBSs and MUDs -- Bulletin Board Systems -- Multi-User Dungeons -- BBSs, MUDs, and Economics -- Notes -- 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. 330 $aFollowing the first appearance of arcade video games in 1971 and home video game systems in 1972, the commercial video game market was exuberant with fast-paced innovation and profit. New games, gaming systems, and technologies flooded into the market until around 1983, when sales of home game systems dropped, thousands of arcades closed, and major video game makers suffered steep losses or left the market altogether. In Before the Crash: Early Video Game History, editor Mark J. P. Wolf assembles essays that examine the fleeting golden age of video games, an era sometimes overlooked for older games' lack of availability or their perceived "primitiveness" when compared to contemporary video games. In twelve chapters, contributors consider much of what was going on during the pre-crash era: arcade games, home game consoles, home computer games, handheld games, and even early online games. The technologies of early video games are investigated, as well as the cultural context of the early period-from aesthetic, economic, industrial, and legal perspectives. Since the video game industry and culture got their start and found their form in this era, these years shaped much of what video games would come to be. This volume of early history, then, not only helps readers to understand the pre-crash era, but also reveals much about the present state of the industry. Before the Crash will give readers a thorough overview of the early days of video games along with a sense of the optimism, enthusiasm, and excitement of those times. Students and teachers of media studies will enjoy this compelling volume. 410 0$aContemporary approaches to film and television series. 606 $aVideo games$xHistory 606 $aVideo games$xSocial aspects 615 0$aVideo games$xHistory. 615 0$aVideo games$xSocial aspects. 676 $a794.8 701 $aWolf$b Mark J. P$0867385 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910960334003321 996 $aBefore the crash$94474547 997 $aUNINA