User Identity and the Meaning of Home Video Games in the United States, 1972-1994
نام ساير پديدآوران
Grier, Katherine C
وضعیت نشر و پخش و غیره
نام ناشر، پخش کننده و غيره
University of Delaware
تاریخ نشرو بخش و غیره
2020
مشخصات ظاهری
نام خاص و کميت اثر
417
یادداشتهای مربوط به پایان نامه ها
جزئيات پايان نامه و نوع درجه آن
Ph.D.
کسي که مدرک را اعطا کرده
University of Delaware
امتياز متن
2020
یادداشتهای مربوط به خلاصه یا چکیده
متن يادداشت
This dissertation analyzes the changing meanings surrounding home video game usage and consumption during the first two decades of their commercial presence in the United States. It explores the evolution of home video games as technological devices, consumer goods, and popular culture from 1972 to 1994. It also examines the evolution of video game users, focusing on the changing target demographics of game manufacturers and advertisers as well as changing perceptions of video game usage and ownership from non-industry observers, such as journalists, lawmakers, educators, social scientists, and media activists, as well as the users themselves. I argue that, conceptually, the identity and meaning of video games and game users were shaped by a wide variety of historical actors who offered competing, even contradictory interpretations of what it meant to own and use video games. While the adolescent male "gamer" emerged by the 1990s as the predominant identity associated with video game usage, his preeminence was far from a foregone conclusion.
موضوع (اسم عام یاعبارت اسمی عام)
موضوع مستند نشده
American history
موضوع مستند نشده
Business history
موضوع مستند نشده
Game studies
موضوع مستند نشده
History of technology
موضوع مستند نشده
Material culture studies
موضوع مستند نشده
Video games
نام شخص به منزله سر شناسه - (مسئولیت معنوی درجه اول )