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. |
Contents
Introduction | 1 |
The Video Game Market | 8 |
Video Games as Microworlds | 28 |
Copyright | |
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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