Silence, Screen, and Spectacle 2022
DOI: 10.1515/9781782382812-009
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Chapter 6 Arcade Mode: Remembering, Revisiting, and Replaying the American Video Arcade

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“…This shift was in line with a larger effort by the US arcade industry trade body to rebrand video arcades as family friendly, a goal listed as central in its 1982 Community Relations Manual for Coin‐Operated Amusement Games Industry (Meades 243). Discussing the role of the video arcade as, historically, not catering merely to the players themselves, Samuel Tobin states, “the space defined by the game cabinet is only partly based on direct, active use of it as a game. The game unit is central to the arcade as an organizing object for a range of social practices, only some of which are limited to the interactions between players with game narratives, screens, and joysticks” (Tobin).…”
Section: Urban Contagion and The Video Arcadementioning
confidence: 99%
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“…This shift was in line with a larger effort by the US arcade industry trade body to rebrand video arcades as family friendly, a goal listed as central in its 1982 Community Relations Manual for Coin‐Operated Amusement Games Industry (Meades 243). Discussing the role of the video arcade as, historically, not catering merely to the players themselves, Samuel Tobin states, “the space defined by the game cabinet is only partly based on direct, active use of it as a game. The game unit is central to the arcade as an organizing object for a range of social practices, only some of which are limited to the interactions between players with game narratives, screens, and joysticks” (Tobin).…”
Section: Urban Contagion and The Video Arcadementioning
confidence: 99%
“…Discussing the role of the video arcade as, historically, not catering merely to the players themselves, Samuel Tobin states, “the space defined by the game cabinet is only partly based on direct, active use of it as a game. The game unit is central to the arcade as an organizing object for a range of social practices, only some of which are limited to the interactions between players with game narratives, screens, and joysticks” (Tobin).…”
Section: Urban Contagion and The Video Arcadementioning
confidence: 99%
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