Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and the Street Fighter Community
@article{Skolnik2019TusslersBA, title={Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and the Street Fighter Community}, author={Michael Ryan Skolnik and Steven Conway}, journal={Games and Culture}, year={2019}, volume={14}, pages={742 - 762} }
Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such…
6 Citations
The Rise and Infiltration of Pac-Man and Street Fighter
- Art
- 2020
With the social, cultural, and economic influence of video games, it is important to examine why they have become such popular forms of entertainment. Particularly, why certain franchises have…
Ludosity, Radical Contextualism, and a New Games History: Pleasure, Truth, and Deception in the Mid-20th-Century London Arcade
- ArtGames and Culture
- 2019
This article offers a social history of funfairs and arcades in mid-20th-century urban England. Critiquing existing histories of games for often neglecting players and the specific locales in which…
Poisonous Pantheons: God of War and Toxic Masculinity
- ArtGames and Culture
- 2019
Kratos, protagonist of God of War (2005–current), is an archetypal representation of toxic masculinity. For much of the series, his rage drives much of the narrative and game dynamics, as Kratos…
The Sacred and the Mundane: Video Games in the Convenience Store
- Economics
- 2018
INTRODUCTION This paper analyzes the play spaces constituted by the coin-operated video game cabinets found in corner shops, bodegas, and convenience stores. Often located at the back or threshold…
Invisibility and Gender in Game Composition
- Art
- 2020
The international success of Japanese game design provides an example of the invisibility of female game composers, as well as of gendered identification in game music production and sound design.…
Exploiting Heterogenous Web Data – A Systematic Approach on the Example of Nintendo Switch Games
- EconomicsiiWAS
- 2021
This paper shows how heterogenous web data can be retrieved from global yet regionally tailored online platforms such as Amazon.com and Nintendo websites, and which genres have the highest Amazon- and Nintendo-prices.
References
SHOWING 1-10 OF 52 REFERENCES
A Brief Social History of Game Play
- HistoryDiGRA Conference
- 2005
This article answers historical questions for the birthplace of commercial video games—the United States with basic trends and figures: who played, when, where and why, and how changes in technology have impacted the social side of gaming.
Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds
- Art
- 1997
From the Publisher:
J.C. Hertz brings us the first popular history and critique of electronic entertainment from its genesis as primitive blips in the labs of Cold War computer programmers to the…
Arcade mania! : the turbo-changed world of Japan's game centers
- Art
- 2008
Home of Sega, Nintendo and Sony, Japan has a unique and powerful presence in the world of video games. Another thing that makes Japan unique in the gaming world is the prevalence of game arcades -…
Tempest: Geometries of Play
- Art
- 2016
Tempest: Geometries of Play Judd Ethan Ruggill and Ken McAllister Ann Arbor, MI: University of Michigan Press, 2015. List of figures, introduction, appendixes, notes, works cited, and index. 168 pp.…
Resisting Meritocracy and Reappropriating Games: Rhetorically Rethinking Game Design
- Art
- 2013
Using tools derived primarily from rhetorical analysis and criticism, this project analyzes the impact of the overwhelming focus on balance in video game design. Balance is a central ordering…
Cheating: Gaining Advantage in Videogames
- Economics
- 2007
The widely varying experiences of players of digital games challenge the notions that there is only one correct way to play a game. Some players routinely use cheat codes, consult strategy guides, or…
Going out: The Rise and Fall of Public Amusements
- History
- 1993
Acknowledgments 1. Introduction 2. Dollar Theaters, Concert Saloons, and Dime Museums 3. "Something for Everybody" at the Vaudeville Theater 4. "The Best Smelling Crowd in the World" 5. The…
Hegemonic Masculinity
- Sociology
- 2005
The concept of hegemonic masculinity has influenced gender studies across many academic fields but has also attracted serious criticism. The authors trace the origin of the concept in a convergence…
Parlaying Value
- Art
- 2006
Recent scholarship has made it clear that people within synthetic worlds (otherwise known as virtual worlds or MMORPGs) produce commodities and currencies with market value, whereas other work has…
The Coming of Post-Industrial Society — A Venture in Social Forecasting
- Economics
- 1980
In 1976, Daniel Bell's historical work predicted a vastly different society developing--one that will rely on the "economics of information" rather than the "economics of goods." Bell argued that the…