Table of Contents
Title page
Copyright page
Acknowledgments
Preface
Introduction: Early Video Games and New Media History
1 Good Clean Fun: The Origins of the Video Arcade
2 “Don’t Watch TV Tonight. Play It!” Early Video Games and Television
3 Space Invaders: Masculine Play in the Media Room
4 Video Games as Computers, Computers as Toys
5 Video Kids Endangered and Improved
6 Pac-Man Fever
Select Bibliography
Index
List of Illustrations
Figure 1.1
Time
magazine’s January 18, 1982, cover pictures a young man fighting an alien invasion within the representation of an arcade game.
Figure 2.1 Fairchild Channel F brochure.
Figure 2.2 Magnavox Odyssey flyer.
Figure 2.3 Catalog detail: “tele-games” from the Sears Wish Book for the 1979 Holiday Season.
Figure 2.4 Intellivision catalog.
Figure 2.5 Marx T.V. Tennis game.
Figure 2.6 Sony Betamax advertisement: “Watch Whatever Whenever.”
Figure 2.7 Atari advertisement: “Don’t Watch TV Tonight. Play It!”
Figure 2.8
Changing Times
, 1978, showing the tension between games as TV and as participatory activity.
Figure 2.9 A
Blip
comic strip, positioning games between conceptions of good and bad television uses.
Figure 3.1 Atari commercial, “Have you played a game from Atari?”
Figure 3.2 A 1950 television ad by Magnavox.
Figure 3.3
Mechanix Illustrated
, 1975: father–son gameplay on the carpet.
Figure 3.4
Popular Science
, 1972: playing the Odyssey.
Figure 3.5
Radio Electronics
, 1975: a parent–child rec room scene.
Figure 3.6 Odyssey manual detail.
Figure 3.7 Parker Brothers catalog, 1982.
Figure 3.8 Coleco ’77 games catalog includes a variety of toys including TV games.
Figure 3.9 Atari
Outlaw
cartridge box and game.
Figure 3.10 Atari
Combat
cartridge box and game.
Figure 3.11 Atari
Maze Craze
cartridge box and game.
Figure 3.12
Story of Atari Breakout
, audio book set cover, 1982.
Figure 3.13 Atari commercial:
Space Invaders
descending on the family home.
Figure 3.14 Activision
StarMaster
commercial: the player is being brought into the game.
Figure 3.15
Electronic Games
, winter 1982: a boy fantasy of play as escape.
Figure 4.1 In an early scene in
Vacation
(1983), the use of a home computer to plan a trip is hijacked by the children’s video games.
Figure 4.2
Time
“Machine of the Year” cover, 1983.
Figure 4.3 “TV Typewriter” cover of
Radio Electronics
, 1973.
Figure 4.4
Time
covers: “The Computer in Society” (1965) and “The Computer Society” (1978).
Figure 4.5 Magnavox Odyssey
2
advertisement: “Mind of a Computer” signified by a QWERTY keyboard.
Figure 4.6 Isaac Asimov in an advertisement for Radio Shack’s TRS-80.
Figure 4.7 Apple II advertisement in
Byte
, 1977, establishing normative gender roles for home computing.
Figure 4.8 Picturing the home computer and its adult male user at work,
Changing Times
, 1977.
Figure 4.9 Commodore VIC-20 advertising showing the appeal of the technology for play, with
Star Trek
’s William Shatner as pitchman.
Figure 4.10 Commodore 64 advertising with the nuclear family sharing the home computer at different times of day.
Figure 4.11 Commodore 64 advertising recalling Atari’s “Don’t Watch TV” campaign.
Figure 6.1
Pac-Man
cabinet with cartoonish characters.
Figure 6.2 Illustration from Martin Barker,
I Hate Vidiots
, sexualizing
Pac-Man
and its female players.
Figure 6.3 1982 Bally/Midway flyer showing
Ms. Pac-Man
and its intended market.
Figure 6.4
Ms. Pac-Man
marquee with its feminized representation of the character and the game.
Guide
Cover
Table of Contents