Description

Book Synopsis
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

Trade Review
This book could prove useful for those interested in the impact of video games in the contemporary perception of America such as scholars and professionals in the fields of communication, political activism, and other social sciences.
Communication Booknotes Quarterly

Table of Contents

Acknowledgments

Introduction. A New Realm of Play
Chapter One. Games and New Frontiers
Chapter Two. Playing Cowboys and Indians in the Digital Wild West
Chapter Three. Cold War Gaming
Chapter Four. 9/11 Code
Chapter Five. Fighting the Virtual War on Terror
Chapter Six. Grand Theft Los Angeles
Chapter Seven. Second Life, Second America
Conclusion. Converging Worlds

Notes
References
Index

Gamer Nation

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    £35.27

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    Order before 4pm tomorrow for delivery by Wed 1 Jul 2026.

    A Paperback / softback by John Wills


      View other formats and editions of Gamer Nation by John Wills

      Publisher: Johns Hopkins University Press
      Publication Date: 16/07/2019
      ISBN13: 9781421428703, 978-1421428703
      ISBN10: 1421428709

      Description

      Book Synopsis
      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

      Trade Review
      This book could prove useful for those interested in the impact of video games in the contemporary perception of America such as scholars and professionals in the fields of communication, political activism, and other social sciences.
      Communication Booknotes Quarterly

      Table of Contents

      Acknowledgments

      Introduction. A New Realm of Play
      Chapter One. Games and New Frontiers
      Chapter Two. Playing Cowboys and Indians in the Digital Wild West
      Chapter Three. Cold War Gaming
      Chapter Four. 9/11 Code
      Chapter Five. Fighting the Virtual War on Terror
      Chapter Six. Grand Theft Los Angeles
      Chapter Seven. Second Life, Second America
      Conclusion. Converging Worlds

      Notes
      References
      Index

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