Handbook of American Indian Games

Handbook of American Indian Games PDF Author: Allan and Paulette Macfarlan
Publisher: Courier Corporation
ISBN: 0486157563
Category : History
Languages : en
Pages : 287

Book Description
Rich collection of 150 authentic American Indian games for boys and girls of all ages: running, relay, kicking, throwing and rolling, tossing and catching, guessing, group-challenge and many other games. 74 black-and-white illustrations.

American Games

American Games PDF Author: Alex G. Malloy
Publisher: Krause Publications
ISBN: 9780930625603
Category : Board games
Languages : en
Pages : 0

Book Description
The most comprehensive guide to American games ever published. Describes, lists, and values over 9,000 games, and includes more than 1,000 photos of rare and unusual items. Also provides tips on collecting games, and an overview of their evolution.

Atari Age

Atari Age PDF Author: Michael Z. Newman
Publisher: MIT Press
ISBN: 0262035715
Category : Games & Activities
Languages : en
Pages : 266

Book Description
The cultural contradictions of early video games: a medium for family fun (but mainly for middle-class boys), an improvement over pinball and television (but possibly harmful) Beginning with the release of the Magnavox Odyssey and Pong in 1972, video games, whether played in arcades and taverns or in family rec rooms, became part of popular culture, like television. In fact, video games were sometimes seen as an improvement on television because they spurred participation rather than passivity. These “space-age pinball machines” gave coin-operated games a high-tech and more respectable profile. In Atari Age, Michael Newman charts the emergence of video games in America from ball-and-paddle games to hits like Space Invaders and Pac-Man, describing their relationship to other amusements and technologies and showing how they came to be identified with the middle class, youth, and masculinity. Newman shows that the “new media” of video games were understood in varied, even contradictory ways. They were family fun (but mainly for boys), better than television (but possibly harmful), and educational (but a waste of computer time). Drawing on a range of sources—including the games and their packaging; coverage in the popular, trade, and fan press; social science research of the time; advertising and store catalogs; and representations in movies and television—Newman describes the series of cultural contradictions through which the identity of the emerging medium worked itself out. Would video games embody middle-class respectability or suffer from the arcade's unsavory reputation? Would they foster family togetherness or allow boys to escape from domesticity? Would they make the new home computer a tool for education or just a glorified toy? Then, as now, many worried about the impact of video games on players, while others celebrated video games for familiarizing kids with technology essential for the information age.

Video Games and American Culture

Video Games and American Culture PDF Author: Aaron A. Toscano
Publisher: Rowman & Littlefield
ISBN: 1793601313
Category : Social Science
Languages : en
Pages : 163

Book Description
Digital media are immersive technologies reflecting behaviors, attitudes, and values. The engrossing, entertaining virtual worlds video games provide are important sites for 21st century research. This book moves beyond assertions that video games cause violence by analyzing the culture that produces such material. While some popular media reinforce the idea that video games lead to violence, this book uses a cultural studies lens to reveal a more complex situation. Video games do not lead to violence, sexism, and chauvinism. Rather, Toscano argues, a violent, sexist, chauvinistic culture reproduces texts that reflect these values. Although video games have a worldwide audience, this book focuses on American culture and how this multi-billion dollar industry entertains us in our leisure time (and sometimes at work), bringing us into virtual environments where we have fun learning, fighting, discovering, and acquiring bragging rights. When politicians and moral crusaders push agendas that claim video games cause a range of social ills from obesity to mass shooting, these perspectives fail to recognize that video games reproduce hegemonic American values. This book, in contrast, focuses on what these highly entertaining cultural products tell us about who we are.

Playing Games in Nineteenth-Century Britain and America

Playing Games in Nineteenth-Century Britain and America PDF Author: Ann R. Hawkins
Publisher: State University of New York Press
ISBN: 1438485565
Category : History
Languages : en
Pages : 322

Book Description
A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.

Great American History Games

Great American History Games PDF Author: Lorraine Hopping Egan
Publisher: Scholastic Inc.
ISBN: 9780439111041
Category : Education
Languages : en
Pages : 84

Book Description
More than 20 games, puzzles and learning activities for American history.

Historicizing the Pan-American Games

Historicizing the Pan-American Games PDF Author: Bruce Kidd
Publisher: Routledge
ISBN: 1315414279
Category : Political Science
Languages : en
Pages : 242

Book Description
The Pan-American Games, begun officially in 1951 in Buenos Aires and held in every region of the western hemisphere, have become one of the largest multi-sport games in the world. 6,132 athletes from 41 countries competed in 48 sports in the 2015 Games in Toronto, Canada. The Games are simultaneously an avenue for the spread of the Olympic Movement across the Americas, a stage for competing ideologies of Pan-American unity, and an occasion for host city infrastructural stimulus and economic development. And yet until this volume, the Games have never been studied as a single entity from a scholarly viewpoint. Historicizing the Pan-American Games presents 12 original articles on the Games. Topics range from the origins of the Games in the period between the world wars, to their urban, hemispheric and cultural legacies, to the policy implications of specific Games for international sport. The entire collection is set against the shifting economic, social, political, cultural, sporting and artistic contexts of the turbulent western hemisphere. Historicizing the Pan-American Games makes a significant contribution to the literature on major games, Olympic sport and sport in the western hemisphere. This book was previously published as a special issue of The International Journal of the History of Sport.

Games and Play in the Theater of Spanish American Women

Games and Play in the Theater of Spanish American Women PDF Author: Catherine Larson
Publisher: Bucknell University Press
ISBN: 9780838755693
Category : Drama
Languages : en
Pages : 224

Book Description
In the seventeen dramatic texts examined in this study, women writers from Spanish America have self-consciously incorporated games into their plays' structures to highlight from a woman's perspective the idea that life, as well as the theatre, is a game. Some dramas are so overtly about games that the word appears significantly in their titles. Others reflect game playing in less direct ways or connect metatheatrical examinations of role-playing to the ludic. In every drama examined, however, a game of some sort plays a key role in the construction of the playtest. By looking at the nature and number of the games played in these women-authored dramas from the past fifty years, we can see the ways in which play is used to effect social control and the connections between play and aggression, gender, history and politics. In these representative dramas, the theatre serves as a vehicle for encouraging audiences to think about (if not act upon) the issues that have shaped Spanish America. Games, rules, winners and losers join together as the playwrights explore events and times of fundamental importance in the countries' historical and political evolutions.

Video Games and Spatiality in American Studies

Video Games and Spatiality in American Studies PDF Author: Dietmar Meinel
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110675188
Category : History
Languages : en
Pages : 301

Book Description
While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths ("wilderness," "frontier," or "city upon a hill"), explore games as digital borderlands and contact zones, and offer novel approaches to geographical literacy. Eventually, Playing the Field II brings the rich theoretical repertoire of the study of space in American Studies into conversation with questions about the production, representation, and experience of space in video games.

Cultural Code

Cultural Code PDF Author: Phillip Penix-Tadsen
Publisher: MIT Press
ISBN: 0262034050
Category : Games & Activities
Languages : en
Pages : 345

Book Description
How culture uses games and how games use culture: an examination of Latin America's gaming practices and the representation of the region's cultures in games. Video games are becoming an ever more ubiquitous element of daily life, played by millions on devices that range from smart phones to desktop computers. An examination of this phenomenon reveals that video games are increasingly being converted into cultural currency. For video game designers, culture is a resource that can be incorporated into games; for players, local gaming practices and specific social contexts can affect their playing experiences. In Cultural Code, Phillip Penix-Tadsen shows how culture uses games and how games use culture, looking at examples related to Latin America. Both static code and subjective play have been shown to contribute to the meaning of games; Penix-Tadsen introduces culture as a third level of creating meaning. Penix-Tadsen focuses first on how culture uses games, looking at the diverse practices of play in Latin America, the ideological and intellectual uses of games, and the creative and economic possibilities opened up by video games in Latin America—the evolution of regional game design and development. Examining how games use culture, Penix-Tadsen discusses in-game cultural representations of Latin America in a range of popular titles (pointing out, for example, appearances of Rio de Janeiro's Christ the Redeemer statue in games from Call of Duty to the tourism-promoting Brasil Quest). He analyzes this through semiotics, the signifying systems of video games and the specific signifiers of Latin American culture; space, how culture is incorporated into different types of game environments; and simulation, the ways that cultural meaning is conveyed procedurally and algorithmically through gameplay mechanics.