Video Kids: Making Sense of NintendoIn video arcades and family rooms across America, children wielding joysticks cluster around display screens for hours playing video games. Like computers video games are now an integral part of the educational, social and cultural experience of childhood and in this book Eugene Provenzo explores the meaning of this phenomenon. Because of its domination of the video game industry, Provenzo focuses specifically on the Japanese Nintendo Corporation. |
From inside the book
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Page 23
... provide us with important insight into the values and beliefs that permeate American culture and society . As Terri Toles explains in his article " Video Games and American Military Ideology " : It is easy enough to dismiss the video game ...
... provide us with important insight into the values and beliefs that permeate American culture and society . As Terri Toles explains in his article " Video Games and American Military Ideology " : It is easy enough to dismiss the video game ...
Page 37
... provided by the makers of the machines or those involved in the deepest level of analyzing them makes it possible to achieve the higher levels of the game . Turkle points out that video games draw on the machine's ability to support " a ...
... provided by the makers of the machines or those involved in the deepest level of analyzing them makes it possible to achieve the higher levels of the game . Turkle points out that video games draw on the machine's ability to support " a ...
Page 57
... game users the games provide ... an arena for modulating the different needs and conflicts which they are experiencing , some of which may be exacerbated by the transition into ado- lescence . As such , we hypothesize that it plays a ...
... game users the games provide ... an arena for modulating the different needs and conflicts which they are experiencing , some of which may be exacerbated by the transition into ado- lescence . As such , we hypothesize that it plays a ...
Contents
Introduction | 1 |
The Video Game Market | 8 |
Video Games as Microworlds | 28 |
Copyright | |
9 other sections not shown
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Common terms and phrases
Adolescents advertisement arcade games argues Bad Dudes Bettelheim Bionic Commando Bowers boys characters child computer games culture Data East Double Dragon Double Dragon II electronic fantasy females fight game's GamePro Games and American games included gender girls grade Guide to Nintendo home video game Ibid important interviewed Jimmy Journal magazine males Malone martial arts McLuhan Mega Mega Man II movie Mutant Ninja Turtles Ninja Gaiden Nintendo Games Nintendo of America Nintendo Power Nintendo system Number of Players Pac-Man pinball Platoon Playthings popular Power Glove Psychology rescue RoboCop role scenarios Selnow simulation social Super Mario Bros survey teachers Teenage Mutant Ninja Terri Toles themes tion Turkle Type of Game video arcade Video Game Market video game players video game playing video game system Video Games Go Videogames violence West Laboratory School women world of Nintendo York Youth