Gamer Nation : Video Games and American Culture

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Title: Gamer Nation : Video Games and American Culture
Description: Explores how games actively influence the ways people interpret and relate to American life.In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units.In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans'mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges.Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.
Authors: John Wills
Resource Type: eBook.
Subjects: Violence in video games, Video games and teenagers--United States, Video games and children--United States, Video games--Design--Psychological aspects, Video games--Social aspects--United States
Categories: HISTORY / United States / 20th Century, GAMES & ACTIVITIES / Video & Mobile, SOCIAL SCIENCE / Popular Culture, TECHNOLOGY & ENGINEERING / History
Database: eBook Collection (EBSCOhost)
FullText Links:
  – Type: ebook-pdf
  – Type: ebook-epub
Text:
  Availability: 0
Header DbId: nlebk
DbLabel: eBook Collection (EBSCOhost)
An: 1916443
RelevancyScore: 1090
AccessLevel: 6
PubType: eBook
PubTypeId: ebook
PreciseRelevancyScore: 1090.09973144531
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  Data: Gamer Nation : Video Games and American Culture
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  Data: Explores how games actively influence the ways people interpret and relate to American life.In 1975, design engineer Dave Nutting completed work on a new arcade machine. A version of Taito's Western Gun, a recent Japanese arcade machine, Nutting's Gun Fight depicted a classic showdown between gunfighters. Rich in Western folklore, the game seemed perfect for the American market; players easily adapted to the new technology, becoming pistol-wielding pixel cowboys. One of the first successful early arcade titles, Gun Fight helped introduce an entire nation to video-gaming and sold more than 8,000 units.In Gamer Nation, John Wills examines how video games co-opt national landscapes, livelihoods, and legends. Arguing that video games toy with Americans'mass cultural and historical understanding, Wills show how games reprogram the American experience as a simulated reality. Blockbuster games such as Civilization, Call of Duty, and Red Dead Redemption repackage the past, refashioning history into novel and immersive digital states of America. Controversial titles such as Custer's Revenge and 08.46 recode past tragedies. Meanwhile, online worlds such as Second Life cater to a desire to inhabit alternate versions of America, while Paperboy and The Sims transform the mundane tasks of everyday suburbia into fun and addictive challenges.Working with a range of popular and influential games, from Pong, Civilization, and The Oregon Trail to Grand Theft Auto, Silent Hill, and Fortnite, Wills critically explores these gamic depictions of America. Touching on organized crime, nuclear fallout, environmental degradation, and the War on Terror, Wills uncovers a world where players casually massacre Native Americans and Cold War soldiers alike, a world where neo-colonialism, naive patriotism, disassociated violence, and racial conflict abound, and a world where the boundaries of fantasy and reality are increasingly blurred. Ultimately, Gamer Nation reveals not only how video games are a key aspect of contemporary American culture, but also how games affect how people relate to America itself.
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RecordInfo BibRecord:
  BibEntity:
    Classifications:
      – Code: 794.8
        Scheme: ddc
        Type: prePub
    Languages:
      – Code: eng
        Text: English
    Subjects:
      – SubjectFull: Violence in video games
        Type: general
      – SubjectFull: Video games and teenagers--United States
        Type: general
      – SubjectFull: Video games and children--United States
        Type: general
      – SubjectFull: Video games--Design--Psychological aspects
        Type: general
      – SubjectFull: Video games--Social aspects--United States
        Type: general
    Titles:
      – TitleFull: Gamer Nation : Video Games and American Culture
        Type: main
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            NameFull: John Wills
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            NameFull: John Wills
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          Dates:
            – D: 01
              M: 01
              Type: published
              Y: 2019
            – D: 07
              M: 03
              Type: profile
              Y: 2019
          Identifiers:
            – Type: isbn-print
              Value: 9781421428703
            – Type: isbn-electronic
              Value: 9781421428697
          Titles:
            – TitleFull: Gamer Nation : Video Games and American Culture
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