Video Kids: Making Sense of Nintendo
In 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.
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The Video Game Market
Video Games as Microworlds
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adolescents advertisement aggressive behavior arcade games argues Bad Dudes Bettelheim Bionic Commando Boss Bowers boys characters child computer games culture Data East Double Dragon evil fantasy females fight game's GamePro Games and American games included games provide gender girls grade home video game Ibid important individual interviewed Jimmy magazine males Malone martial arts McLuhan Mega movie Mutant Ninja Turtles Ninja Gaiden Nintendo Entertainment System Nintendo Games Nintendo of America Nintendo Power Nintendo system Nonviolent Number of Players Pac-Man pinball Platoon popular Power Glove question rescue RoboCop role scenarios screen Selnow Sherry Turkle simulation social Super Mario Bros survey symbolic 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 Videogames violence West Laboratory School women world of Nintendo Zelda