- Activision, 101, 109
- Addiction, 99, 153, 154, 157–159, 162, 164, 206n4. See also Drugs, association with games; Drinking
- Adventure, 125, 128
- Ahl, David, 137
- Airplane!, 13, 116
- Aladdin’s Castle, 31, 32, 35, 161, 164, 166
- All in the Family, 27, 37
- Altair 8800 (MITS), 118, 128, 132
- America’s Best Family Showplace v. City of New York, 166
- AMOA (Amusement & Music Operators Association), 37, 38, 39
- Analogic (Odyssey), 96
- Andy Capp’s tavern, 9
- Angry Birds, 183
- Apple (company), 117, 118, 119
- Apple II, 8, 118, 127, 133, 142–143
- Arcades, 5, 6–8, 15, 19–44, 46, 51, 75–77, 84, 95, 98, 99, 116, 144, 153, 155, 157–167, 171, 179–180, 186–187. See also Class; Cleanliness (of arcades); Coin-operated amusements; Penny arcades; Regulation of coin-operated games/arcades
- Archives, 14
- Asimov, Isaac, 140–141, 170–171, 175
- Asteroids, xii, 7, 17, 19, 25, 40, 41, 44, 75, 99, 109, 170, 184, 191
- Asteroids Deluxe, 40
- Atari
- acquisition by Warner Communication, Inc., 7, 28, 52, 55, 62, 65
- “Atari Brings the Computer Age Home” ads, 147–151
- Atari Video Music, 132
- crash of 1983, role in, 9
- “Dear Atari Anonymous” ads, 99
- “Don’t Watch TV Tonight. Play It!” ads, 67, 147
- 400/800, 8, 118, 119, 147–151
- funding research, 171, 174, 177
- Game played in Airplane!, 13
- “Have You Played Atari Today?” commercial, 73
- vs. Intellivision, 66
- Steve Jobs’s employer, 117
- reporting record for playing Asteroids, 41
- spending on television commercials, 96
- therapeutic uses of, 176
- VCS/2600, xii, 7, 44, 46, 69, 75, 77, 86, 93, 116, 118
- Baer, Ralph, 6, 53, 62, 65, 95
- Baffle Ball, 25, 26
- Baker, Mark, 193
- Bally/Bally Midway, 26, 27, 164, 188, 195–197
- Ballyhoo, 25, 26
- Bally Professional Arcade, 118
- Basements, 81, 82, 85, 87, 92, 96
- Basketball (Atari), 75, 116, 149
- Battlezone, 9
- BB guns, 83, 96
- Beany Bopper, 110
- Beatles, the, 183, 192
- Bell, Daniel, 168
- Berserk, 75, 97, 99
- Betamax (Sony), 58–59
- Better Homes and Gardens, 26
- Billboard, 34
- Bingo, 26
- Blackjack (Atari VCS game), 93
- Blackjack (TRS-80 game), 137
- Blip, 69, 71, 198
- Board games, 3, 51, 66, 76, 78, 80, 83, 89, 91, 93, 95, 96
- Bobby Orr (pinball machine), 28
- Bolter, Jay David, 2
- Bond Analysis, 150
- Bosconian, 196
- Bowmar Brain, 136
- Boy culture, 4, 16, 42, 77, 97–114, 180–182, 191–193, 198–199. See also Masculinity; Youth; Teenagers
- Brand, Stewart, 118, 131–132
- Breakout, 65, 102–103, 133. See also Super Breakout
- Brooks, B. David, 176
- Brown Box (Baer), 6, 53
- Brzezinski, Zbigniew, 168
- Buckner & Garcia, 183
- Buck Rogers (pinball machine), 28
- Bullets or Ballots, 26
- Bushnell, Nolan, 62, 65, 228n4
- Byte, 14, 127, 132
- Cable TV, 50, 57–58, 60–61, 67, 168
- Calculating Book, The, 135
- Calculators, 7, 46, 118, 134, 135, 136
- Capt. Fantastic, 27
- Casper the Friendly Ghost, 187
- Cat and Mouse (Odyssey), 96
- Cathode ray tube (CRT), 8, 45, 66, 67, 86, 95, 124, 125, 132. See also Television
- Centereach, New York, 161, 169
- Centipede, 19, 111–112, 158, 191
- Ceruzzi, Paul, 132
- Chafin, Jerry, 175
- Channel F (Fairchild), 7, 15, 53, 75, 89
- Charlie’s Angels (pinball machine), 28
- Checkers, 93, 122, 123, 124
- Chess, 93, 94, 122, 123, 124, 125, 142
- Chopper Command, 101
- City of Mequite v. Aladdin’s Castle, Inc., 166, 221n3
- Clark, Clifford Edward, Jr., 82
- Class. See also Cultural legitimacy; Low culture; Mass media
- arcades associated with working-class/low culture, 22, 29–30, 44, 157
- commercial mass media associated with working class, 82–83
- computers
- access to for middle-class children, 117, 170
- as tools of white-collar work, 121, 128, 150, 173
- domestication of video games in the idealized middle-class home
- history of middle-class children’s play, 100–101, 107
- home computers, appeal to middle-class and wealthy consumers, 138, 142–143
- playing with children in the home, appeal to middle-class parents, 83–84
- middle-class suburbs as sites of regulation of public amusements, 161, 165
- postindustrial society as white-collar, 168
- recreation room as essential part of middle-class home, 85–86
- representation of games in the middle-class home, 54, 73, 78–79, 88–97, 111
- representation of middle-class boys as video game players, 180–182, 199
- reproduction of status, 173
- suburban shopping centers (malls) as middle-class spaces, 30–34
- television associated with lesser class status, 49, 64, 72
- video games as middle-class amusements, 4, 30–31, 35–36, 39–40, 44, 177
- Cleanliness (of arcades), 33–36
- Cloak and Dagger, 178
- Close Encounters (pinball machine), 28
- Coin-in-the-slot machine. See Slot machines
- Coin-operated amusements, 3, 4, 6, 11, 15, 16, 19–31, 33–40, 43–44, 45, 46, 75, 99, 155, 157, 160, 161, 165, 187, 188, 190, 196, 200. See also Arcades; Penny arcades; Pinball
- Cold War, 20, 47, 51, 76, 99, 101, 107, 114, 181, 184
- Coleco, 46, 76, 93–94, 188
- ColecoVision, 76
- Columbia Pictures, 28
- Combat, 102
- Coming of Post-Industrial Society, The, 168–169
- Commodore, 8, 118, 119, 144, 150. See also Commodore 64 (C64); PET (Commodore); VIC-20
- Commodore 64 (C64), 118, 145–147
- Computer Lib/Dream Machines, 129–131
- Computers, 1, 3, 6, 8, 16, 157
- computer literacy, 169, 172, 226n58
- in the home (home computers), 16, 115–152, 171, 180–181
- in postindustrial society, 167–173
- mainframes and minicomputers, 20, 46, 52, 117, 122, 125, 132, 152
- microcomputers, 8, 120, 128, 132, 133, 140, 169
- personal computers (PCs), 3, 8, 16, 46, 86, 118, 120, 122, 126, 127, 128
- representation in WarGames, 180–182
- Computer Space, 6, 20
- Coney Island, 24
- Convergence, 61–62, 69
- Crash of 1983, 8–9
- Crazy Otto, 195
- Crime, 4, 15, 20, 24–28, 33, 34, 39, 75, 154, 156, 157, 158. See also, Gambling
- Cromemco, 132
- C64. See Commodore 64 (C64)
- C3PO, 134
- Cultural legitimacy, 5, 11, 15, 16, 21, 177. See also Low culture
- of arcades/coin-operated amusements, 30, 33, 38–40, 44, 190
- female arcade patrons, association with, 189–190
- of games in relation to television, 56–67, 72
- Harvard conference as an assertion of, 177
- of pinball, 27–28
- Defender, 17, 25, 75, 98, 184, 191, 193
- Dewey, John, 170
- Digital Equipment Corporation (DEC), 117
- Dime museums, 22, 44. See also Penny arcades
- Disney, Disneyland, 24, 33, 35
- Dolly (pinball machine), 28
- Domestication, 76–77
- Domesticity. See Home, games played in
- Donchin, Emanuel, 174–175
- Donkey Kong, 41, 46, 166, 191
- Donovan, Tristan, 187
- Drinking, 35, 37
- Driving games, 7, 29, 37
- Drotner, Kristen, 156
- Drugs, association with games, 4, 20, 26–27, 35, 156, 158, 162–163, 176. See also Addiction; Drinking
- Dungeons & Dragons, 46, 94
- Easy Script, 147
- Educational games/play, 63, 83, 96, 120, 125–126, 138, 140, 149, 150–151, 153, 169–171, 174–178
- Electro-mechanical games, 7, 25, 29, 38–39, 55, 184
- Electronic Football, 46
- Electronic Games, 14, 112–113
- Energy Czar, 150
- E.T. (video game), 109
- Evel Knievel (pinball machine), 28
- Eye-hand coordination, 16, 170, 176
- Family, representations of, 15–16
- Family fun centers, 15, 33, 36, 42. See also Aladdin’s Castle; Golf N Stuff (GNS)
- Family room. See Recreation room
- Fast Times at Ridgemont High, 30–31
- Female players, 17, 94, 97–99, 120, 150, 186–201
- Flippers. See Pinball
- Flynn, Bernadette, 108
- Foosball. See Table soccer (foosball)
- Football (Odyssey), 95–96
- “4th of July, Asbury Park (Sandy)
- Freiberger, Paul, 125
- Frenzy/Flip Flop, 147
- Frogger, 46, 91, 158, 191
- Fun and Games with Your Pocket Calculator, 135
- Galaga, 180, 184, 196
- Galaxian, 40, 184, 188
- Gambling, 4, 15, 21, 24–28. See also Crime
- Game of Life, The, 125, 128, 130, 132
- Gamer(s), 3–4, 10
- Gender. See Boy culture; Female players; Masculinity
- General Computer Corporation (GCC), 195–196
- Girls. See Female players
- Golf N Stuff (GNS), 31, 32, 35
- Golden Age of Video Games: The Birth of a Multi-Million Dollar Industry, The (Dillon), 5
- Gottlieb, 28
- Graph It, 150
- Grease, 28
- Greenfield, Patricia Marks, 174
- Gruen, Victor, 32
- Grusin, Richard, 2
- HAL (computer in 2001), 133, 135, 136
- Hand-eye coordination. See Eye-hand coordination
- Happy Days, 28
- Harvard University, 98, 174–178
- Haunted House (Odyssey), 96
- Hello Kitty, 187
- Hewlett-Packard, 126, 133
- Higinbotham, William, 6
- Historiography of popular culture, 14
- Hockey (Odyssey) 85
- Home, games played in, 15–16, 20, 43–44, 73–114, 171
- Home computers. See Computers
- Horizon of expectations, 13
- How to Win at Video Games, 191
- Huhtamo, Erkki, 78
- Hulk, The, 147
- I Hate Vidiots, 193–194
- IMSAI, 132
- “I’m the Slime
- Indy 800, 37
- Information society, 154, 167–173, 181–182. See also Postindustrial society
- Intellivision, 7–8, 15, 53, 55, 66, 75, 77, 81, 94, 96
- International Business Machines (IBM), 123
- International Soccer, 145, 147
- Interpretive flexibility, 2, 119, 139–140, 149, 199, 218n8
- Iwatani, Toru, 187
- Jacobson, Lisa, 83–84
- Jenkins, Henry, 107
- Jobs, Steve, 116, 133
- John, Elton, 27
- Jukebox, 19, 34, 36, 37, 38
- Kagan, Robert G., 176
- Kawaii, 187
- Kay, Alan, 131
- K.C. Munchkin, 195
- Kingdom, 151
- KISS (pinball machine), 28
- Kocurek, Carly, 178, 204n7, 225n50
- Koop, C. Everett, 20, 159, 222n19
- LaGuardia, Fiorello, 26
- Lancaster, Don, 128
- Last Starfighter, The, 178
- Levy, Steven, 132
- Little Whirl Wind, 26
- Loftus, Geoffrey, and Elizabeth Loftus, 13, 172, 175
- Low culture, 28–29, 157. See also Class; Cultural legitimacy
- Lowood, Henry, 52
- Lunar Lander, 125
- Lynch, William, 176
- Macrae, Doug, 196
- Mad, 193
- Magic Desk I, 145, 147
- Magnavox, 69, 78, 195. See also Magnavox Odyssey; Odyssey2
- Magnavox Odyssey, 2, 6–7, 13, 20, 52, 53, 55, 60, 62, 63, 65, 73, 77, 88, 89, 92, 95. See also Odyssey2
- Mailing List, 150
- Make Room for TV, 80
- Malden Amusement Company v. City of Malden, 166
- Mall. See Shopping center (mall)
- Malone, Thomas W., 175
- Manager, The, 145, 147
- Marshfield, Massachusetts, 163, 166
- Marvin, Carolyn, 154
- Masculinity, 3, 4, 11, 15, 16, 17, 22, 29, 42, 64, 67, 70, 72, 73, 75, 77, 79, 80, 83, 87, 97–114, 115, 120, 142, 149, 178, 181, 184, 186, 187, 196, 200. See also Boy culture
- Massachusetts Institute of Technology (MIT), 116, 124, 128
- Mass media, 1, 10, 47–52, 60–61, 67, 72, 82, 200. See also Class
- Mass society. See Mass media
- Mattel, 94. See also Intellivision
- May, Elaine Tyler, 83
- Maze Craze, 102
- McWilliams, Tom, 173
- Media panic, 16, 20, 23, 153–167, 169, 172–173, 176–177, 180, 182, 189, 222n6
- Media room, 78, 86–88. See also Recreation room
- Medium (definition of), 11
- Mega Force, 110–111
- Megatrends, 169
- Merlin (game), 7, 89, 91, 118, 121, 135–137
- Mesquite, Texas, 155, 158, 161, 166, 221n3
- Midway. See Bally/Bally Midway
- Miller, Inabeth, 176–177
- Mills, C. Wright, 48–50
- Milton Bradley, 118, 136
- Mind at Play (Loftus and Loftus), 13, 172–173
- Minow, Netwon, 47
- Mintz, Steven, 100–101, 107
- Missile Command, 7, 40, 41, 44, 75, 87, 99, 101, 109, 150, 151, 171, 184, 193
- Mitchell, Edna, 98, 171, 174
- MITS, 128
- MOA (Music Operators Association). See AMOA (Amusement & Music Operators Association)
- Moral entrepreneurs, 159–167
- Moral panic. See Media panic
- Morgan, Robin, 130
- Mortgage & Loan Analysis, 150
- Morton Grove, Illinois, 161, 164
- Ms. Pac-Man, xii, 8–9, 17, 19, 170, 184, 188, 195–199
- Murphy, Sheila C., 52, 56, 61–62
- Music Composer, 151
- Music Machine, 145
- Music Man, The, 155–156, 157, 175–176, 182, 221n4
- Mutoscope, 23. See also Peepshow
- Naisbitt, John, 169
- Namco, 186–188, 195
- National Lampoon’s Vacation, 115–116
- Nelson, George, 81–82
- Nelson, Ted, 118, 129–131, 132
- Net Effect, The, 127
- New Left, 50
- New media, 1–2, 10–11
- Nickelodeon theater, 23–24
- Nim, 123, 124
- Nimrod, 123
- 1984, 48
- Nostalgia, 24, 28, 30, 87, 156
- Noughts and Crosses. See OXO
- Obake no Q-Taro, 187
- Odyssey. See Magnavox Odyssey; Odyssey2
- Odyssey2, 7, 69, 86, 118, 129, 137, 195. See also Magnavox Odyssey
- Official Preppy Handbook, The, 193
- 101 BASIC Computer Games, 137
- Orwell, George, 48
- Outlaw, 102
- Outpost, 173
- OXO, 124
- Pac-Man, 7–8, 16–17, 19, 41, 153, 183–201. See also Ms. Pac-Man; Namco; Pac-Man Cartoon Show, The; “Pac-Man Fever”; Iwatani, Toru
- arcade cabinet art, 184
- in an Atari commercial, 97
- Atari VCS cartridge, 44, 99, 188
- Coleco port, 46
- in Fast Times at Ridgemont High, 30
- gameplay of, 184–186
- girls and women, appeal to, 186–194
- as identified with a generation, 166
- music/sound, 184
- projected on a big-screen TV, 87
- spinoff products and merchandise, 188–189, 192
- Pac-Man Cartoon Show, The, 192
- “Pac-Man Fever
- Paik, Nam June, 65–66
- Panic. See Media panic
- Parents (magazine), 83
- Parker Brothers, 89, 91, 93, 118, 136
- Participation TV, 66
- Participatory democracy, 50
- Participatory media, 1, 15, 49–52, 61–67, 68
- Payout games, 26
- PDP-1, 116, 124
- Peepshow, 22–24. See also Mutoscope
- Pelé, 67
- Penny arcades, 21–24, 31, 44. See also Arcades; Dime museums
- People’s Computer Company (PCC), 126, 127
- Perkins, D. N., 175
- Personal computers (PCs). See Computers
- PET (Commodore), 8, 118
- Piaget, Jean, 170
- Pilgrim in the Microworld (Sudnow), 13, 65
- Pinball, xii, 2–3, 7, 15, 19, 21, 32, 188. See also Arcades; Coin-operated amusements
- in bars, 37
- as biggest coin-operated earner in the 1970s, 37–39
- and intellectuals, appreciation by, 28
- marketing for use in the home, 28
- payout vs. for amusement only versions, 26
- popularity in the 1970s, 27–29
- regulation of, 26, 160
- rise in the 1930s, 25–26
- in relation to TV/video games, 36–37, 41
- solid state vs. electro-mechanical, 38
- in store catalogs, 93
- Tommy, representation in, 27–28
- “Pinball Wizard
- Pin games. See Pinball
- Playboy (pinball machine), 28, 86
- Playing Games with Computers, 125
- Playland, 24, 44
- PlayMeter (trade journal), 190, 191
- Plimpton, George, 66
- Plug-In Drug, The, 164
- Pong, xii, 2, 6–7, 9, 20, 37, 46, 52, 53, 55, 65, 66, 73, 75, 88, 96, 102, 116, 179, 183
- Pool, 4, 19, 34, 78, 93
- Popeye, 187
- Popular imagination, 3, 4, 8, 11–12
- Port Huron Statement, 50
- Postindustrial society, 16, 168–169, 204n7. See also Information society
- Power Elite, The, 48–49
- Purple Rose of Cairo, The, 178
- Radio Shack, 118, 140–141
- Race, 93
- Race/ethnicity, 28, 29, 33, 34, 54, 73, 76, 78, 93, 96, 112, 142, 149, 177, 180
- Raising Consumers, 83
- Ramada (inns), 36
- Recreation room, 76, 78, 80–85, 88, 93, 95. See also Media room
- Regulation of coin-operated games/arcades, 20, 25, 42, 160–167
- RePlay (trade journal), 15, 39, 42
- Replay: The History of Video Games (Donovan), 6
- Rifle games, 23, 25, 96, 184. See also Shooting games
- Rock and roll, 20, 27–28, 38
- Rocket, 26
- Roulette (Odyssey), 95–96
- Russell, Steve, 124, 128
- Samuel, Arthur, 123
- Sears catalog, 12, 53–55, 92–93
- Sears Christmas Wish Book, see Sears catalog
- Second Self, The (Turkle), 13
- Sex, association with games, 4, 26–27, 107, 158
- sexualized image of Ms. Pac-Man, 193–199
- sexualized women on pinball backglass, 29
- Shannon, Claude, 122
- Shatner, William, 144
- Sherlock, Jr., 178–179
- Shooting Gallery (Odyssey), 96
- Shooting games, 7, 9–10, 23, 25, 29, 40, 63, 88, 94, 96, 98, 101, 109, 132, 159, 163, 183, 189, 191. See also Rifle games
- Shopping center (mall), 30–34, 36, 158, 207n37
- Silent Movie, 116
- Simon (game), 7, 118, 121, 135–136, 137
- Simon Says (Odyssey), 96
- Sisterhood Is Powerful, 130
- Slot machines, 22–27. See also Coin-operated amusements
- Snyder, Tom, 132
- Sol, 118, 132
- Solar Fox, 147
- Sources (of video game history), 12–14
- Space Assault, 140
- Space Invaders, 7–8, 17, 19, 21, 25
- appeal as computer game, 140, 144
- in Atari commercials, 97, 107, 109, 150, 151
- Atari VCS cartridge, 44, 99
- vs. Centipede, 111, 191
- as classic game, 183
- Cold War themes of, 101
- in Fast Times at Ridgemont High, 30
- vs. Galaga/Galaxian, 180, 188
- as harmful game, 163
- as first enormous hit videogame, 40, 41, 42, 75
- as identified with a generation, 166
- vs. Pac-Man, 184, 186
- projected on a big-screen TV, 87
- Space Invaders Deluxe, 40
- Space Invaders wrist, 158
- Spacewar!, 6, 46, 116, 124–125, 128, 130, 131–133
- “SPACEWAR: Fanatic Life and Symbolic Death among the Computer Bums” (Rolling Stone article), 131–132
- Spider-Man and His Amazing Friends, 178–180, 182
- Spigel, Lynn, 13, 80
- Sportland. See Playland
- Sports games, 7, 25–26, 29, 37, 38, 45, 46, 53, 55, 57, 63, 69, 76, 85, 88, 92, 93, 94–96, 101, 102, 108, 145, 147, 188
- Springsteen, Bruce, 29–30, 34
- Square Pegs, 199
- Stanford Artificial Intelligence Laboratory (SAIL), 131
- StarMaster, 109
- Star Raiders, 150, 151
- Star Trek (computer game), 125, 128, 133
- Star Trek (pinball machine), 28
- Star Trek (television series), 144
- Star Wars (motion picture), 101, 134, 184, 188
- States (Odyssey), 96
- States & Capitals, 151
- Stock Analysis, 150
- Story of Atari Breakout, The, 102–103
- Streeter, Thomas, 61, 127
- Students for a Democratic Society, 50
- Sturken, Marita, 66
- Suburbs/suburbanization, 3, 4, 15, 19, 21, 30–34, 36, 38, 42, 44, 54, 73, 76, 77–78, 80–82, 84–85, 96, 100, 113, 115, 142, 149, 157, 161, 164–165, 173, 199, 200
- Sudnow, David, 13, 65
- Super Breakout, xii, 102–103, 151
- Superman (media franchise), 28
- Superman (pinball machine), 28
- Surgeon General of the United States. See Koop, C. Everett
- Sutton-Smith, Brian, 99–100
- Swaine, Michael, 125
- Table soccer (foosball), 37, 93
- Tank Plus, 93
- Target, 132
- Target Fun, 93
- Teenagers, 20, 29, 31, 42, 73, 75, 99, 149, 153, 158, 161–165, 173, 179–181, 187, 196, 199, 200, 207n37. See also Youth
- Telelink I, 150, 151
- Television, xi, 3, 5, 7, 10–11, 15, 45–72, 75, 76, 78, 80, 84, 146–147, 159, 163–164. See also Cathode ray tube (CRT)
- Telstar, 94
- Tempest, xii, 184, 193
- Tennis (Odyssey), 55, 63, 92, 95–96
- Tennis for Two, 6
- Tetris, 183
- Texas Instruments, 118
- Tic-tac-toe, 122, 124, 136, 151, 181. See also OXO
- Tic-Tac-Toe (Atari cartridge), 151
- Time Zone, 34, 39
- TI-99 4/a, 118
- Tomorrow, 132
- Tomorrow’s House, 81–82
- Tommy, 27–28
- Touch Typing, 150, 151
- Townsend, Pete, 27
- Tron (motion picture), 178–179
- Tron (video game), 183
- TRS-80, 8, 118, 119, 137, 140–141
- Tunnel Runner, 109
- Turkle, Sherry, 13, 42, 163, 170, 171, 183
- “TV as Creative Medium
- TV Dazzler, 132–133
- T.V. Tennis, 55
- TV Typewriter, 128–129, 132
- Twin Galaxies Arcade, 41
- 2001: A Space Odyssey, 102, 133–134, 135, 138
- Typewriter, 128, 133, 138, 139
- Ultimate History of Video Games, The (Kent), 5
- VIC-20 (Commodore), 8, 118
- Video, 45, 210n2
- Video art, 45, 50, 65–66
- Video Games (book), 192
- Video Games and Human Development: A Research Agenda for the ’80s (Harvard conference), 98, 174–178
- Video Man (cartoon character)
- Video Revolutions: On the History of a Medium, 11
- Videotape, 45, 50, 57–60, 67, 86
- Vidiot, 192–193
- Violence, 20, 70, 77, 98–99, 107, 108, 159, 163–164, 174, 177, 186, 187, 189, 206n4
- Viorst, Milton, 50
- WarGames, 13, 178–179, 180–182
- Warner Communications, Inc., 7, 28, 75, 147, 150
- War of the Worlds, The (1938 radio drama), 48
- War of the Worlds, The (1953 motion picture), 111, 184
- Westport, Connecticut, 165
- What’s My Line?, 13, 52
- What to Do after You Hit Return, or P.C.C.’s First Book of Computer Games, 126, 137
- Whiteness. See Race/ethnicity
- Who, the, 27
- Whole Earth Catalog, 126, 130, 131
- Williams, Dmitri, 156
- Wilson, Jason, 65–66
- Winn, Marie, 164
- Wizard, 27
- Women. See Female players
- Wozniak, Steve, 116, 133
- Young & Rubicam, 148
- Youth, 4, 11, 16, 42, 67, 77, 98, 120, 153–182, 187, 189. See also Boy culture; Teenagers
- arcades as sites of youth culture, 19, 21, 29–30, 158
- autonomous youth culture in the 1920s, 83
- corrupted by new media, 10–11
- typical identity of video game player as, 70, 72, 73, 153
- YouTube, 14
- Zappa, Frank, 49
- Zaxxon, 19, 184