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The Electric Zoo: Video Game Paratex...
~
Voltz, Joseph.
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The Electric Zoo: Video Game Paratext in American Arcades and Homes.
Record Type:
Electronic resources : Monograph/item
Title/Author:
The Electric Zoo: Video Game Paratext in American Arcades and Homes./
Author:
Voltz, Joseph.
Description:
50 p.
Notes:
Source: Masters Abstracts International, Volume: 55-03.
Contained By:
Masters Abstracts International55-03(E).
Subject:
American history. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10014107
ISBN:
9781339483528
The Electric Zoo: Video Game Paratext in American Arcades and Homes.
Voltz, Joseph.
The Electric Zoo: Video Game Paratext in American Arcades and Homes.
- 50 p.
Source: Masters Abstracts International, Volume: 55-03.
Thesis (M.A.)--Lehigh University, 2016.
This thesis explores the use of paratext, or the material surrounding a text, in the rise of video games in American arcades and homes. Paratext bridged the gap between the game and the player, inviting players to play and providing context to a game's content. By translating game rules into context players understood, paratext mirrored American culture and common themes players recognized. While arcades were the originating space for video games, home console games became more prevalent in the late 1970s and eclipsed the arcade as innovative space for video games. Atari dominated the game industry and its paratext through the video game market crash in 1982 and 1983. Following that, Nintendo used paratext to create and control its own image to break into the American market. The research shows that material surrounding a game remained as important as gameplay throughout the formative years of the game industry.
ISBN: 9781339483528Subjects--Topical Terms:
2122692
American history.
The Electric Zoo: Video Game Paratext in American Arcades and Homes.
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The Electric Zoo: Video Game Paratext in American Arcades and Homes.
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50 p.
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Source: Masters Abstracts International, Volume: 55-03.
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Adviser: John Pettegrew.
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Thesis (M.A.)--Lehigh University, 2016.
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This thesis explores the use of paratext, or the material surrounding a text, in the rise of video games in American arcades and homes. Paratext bridged the gap between the game and the player, inviting players to play and providing context to a game's content. By translating game rules into context players understood, paratext mirrored American culture and common themes players recognized. While arcades were the originating space for video games, home console games became more prevalent in the late 1970s and eclipsed the arcade as innovative space for video games. Atari dominated the game industry and its paratext through the video game market crash in 1982 and 1983. Following that, Nintendo used paratext to create and control its own image to break into the American market. The research shows that material surrounding a game remained as important as gameplay throughout the formative years of the game industry.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10014107
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