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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

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