Opening book details…
Can I read Gamer Nation : Video Games and American Culture on EtoBox?
Gamer Nation : Video Games and American Culture by Wills, John is a nonfiction available to read on EtoBox.
What is Gamer Nation : Video Games and American Culture about?
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 desir
Who reads Gamer Nation : Video Games and American Culture?
It is typically read by self-directed learners exploring a subject in depth.
Common subject areas: history, science, philosophy, social sciences.
- Author
- Wills, John
- Publisher
- Johns Hopkins University Press;John Hopkinds University Press
- Published
- 2019
- Language
- EN
- ISBN
- 9781421428703
- Category
- nonfiction
- Subjects
- History, Science, Games
More by Wills, John
Browse all works by Wills, John
Similar books
- Video Games and Culture — Garry Crawford Daniel Muriel (2018)
- Video Games and Culture — Carolyn Williams-Noren (2019)
- Video Games : A Popular Culture Phenomenon — Arthur Asa Berger (2017)
- American Life and Video Games from Pong to Minecraft(r) (Pop Culture) — Hulick, Kathryn, author (2017)
- Video Games and Spatiality in American Studies — Nathalie Aghoro; Juliane Borosch; David Callahan; Florian Deckers; Elisabeth Haefs; Greta Kaisen; Lauren Kolodkin; Anna Kpok; Ryan Linthicum; Dietmar Meinel; Soraya Murray; Kirsten Möller; Andrei Nae; Hanne Nijtmans; Michael Nitsche; Damien B Schlarb; Sören Schoppmeier; Stefan Schubert; Maria Sulimma; Felix Zimmermann (2022)
- Sports Gamer : the Best in Sports Video Games — Glenn Rubenstein (2001)