Arcade Britannia

Arcade Britannia
Author: Alan Meades
Publsiher: MIT Press
Total Pages: 337
Release: 2022-10-25
Genre: Games & Activities
ISBN: 9780262544702

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The story of the British amusement arcade from the 1800s to the present. Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline. Arcade Britannia highlights the differences between British and North American arcades, especially in terms of the complex relationship between gambling and amusements. He also underlines Britain’s role in introducing coin-operated technologies into Europe, as well as the industry’s close links to America and, especially, Japan. He shows how the British arcade is a product of centuries of public play, gambling, entrepreneurship, and mechanization. Examining the arcade’s history through technological, social, cultural, biographic, and legislative perspectives, he describes a pendulum shift between control and liberalization, as well as the continued efforts of concerned moralists to limit and regulate public play. Finally, he recounts the impact on the industry of legislative challenges that included vicious taxation, questions of whether copyright law applied to video-game code, and the peculiar moment when every arcade game in Britain was considered a cinema.

Arcade Britannia

Arcade Britannia
Author: Alan Meades
Publsiher: MIT Press
Total Pages: 337
Release: 2022-10-25
Genre: Games & Activities
ISBN: 9780262372350

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The story of the British amusement arcade from the 1800s to the present. Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline. Arcade Britannia highlights the differences between British and North American arcades, especially in terms of the complex relationship between gambling and amusements. He also underlines Britain’s role in introducing coin-operated technologies into Europe, as well as the industry’s close links to America and, especially, Japan. He shows how the British arcade is a product of centuries of public play, gambling, entrepreneurship, and mechanization. Examining the arcade’s history through technological, social, cultural, biographic, and legislative perspectives, he describes a pendulum shift between control and liberalization, as well as the continued efforts of concerned moralists to limit and regulate public play. Finally, he recounts the impact on the industry of legislative challenges that included vicious taxation, questions of whether copyright law applied to video-game code, and the peculiar moment when every arcade game in Britain was considered a cinema.

Media Materialities

Media Materialities
Author: Iain A. Taylor,Dr. Oliver Carter
Publsiher: Intellect Books
Total Pages: 425
Release: 2023-11-28
Genre: Social Science
ISBN: 9781789388190

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Provides new perspectives on the increasingly complex relationships between media forms and formats, materiality, and meaning. Drawing on a range of qualitative methodologies, our consideration of the materiality of media is structured around three overarching concepts: form – the physical qualities of objects and the meanings which extend from them; format – objects considered in relation to the protocols which govern their use, and the meanings and practices which stem from them; and ephemeral meaning – the ways in which media artefacts are captured, transformed, and redefined through changing social, cultural, and technological values. Each section includes empirical chapters which provide expansive discussions of perspectives on media and materiality. It considers a range of media artefacts such as 8mm film, board games maps, videogames, cassette tapes, transistor radios and Twitter, amongst others. These are punctuated with a number of short takes – less formal, often personal takes exploring the meanings of media in context. We seek to consider the materialities which emerge across the broad and variegated range of the term’s use, and to create spaces for conversation and debate about the implications that this plurality of material meanings might have for the study of study of media, culture, and society.

Government Gazette

Government Gazette
Author: Cape of Good Hope (South Africa)
Publsiher: Unknown
Total Pages: 2398
Release: 1903
Genre: Cape of Good Hope (South Africa)
ISBN: NYPL:33433004382341

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A City Lost and Found

A City Lost and Found
Author: Robyn Annear
Publsiher: Black Inc.
Total Pages: 320
Release: 2014-03-26
Genre: Social Science
ISBN: 9781922231413

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“Old landmarks fall in nearly every block ... and the face of the city is changing so rapidly that the time is not too far distant when a search for a building 50 years old will be in vain.” — Herald, 1925. The demolition firm of Whelan the Wrecker was a Melbourne institution for a hundred years (1892-1992). Its famous sign – ‘Whelan the Wrecker is Here’ on a pile of shifting rubble – was a laconic masterpiece and served as a vital sign of the city’s progress. It’s no stretch to say that over three generations, the Whelan family changed the face of Melbourne, demolishing hundreds of buildings in the central city alone. In A City Lost and Found, Robyn Annear uses Whelan’s demolition sites as portals to explore layers of the city laid bare by their pick-axes and iron balls. Peering beneath the rubble, she brings to light fantastic stories about Melbourne’s building sites and their many incarnations. This is a book about the making – and remaking – of a city.

Braving Britannia

Braving Britannia
Author: Wes Locher
Publsiher: Createspace Independent Publishing Platform
Total Pages: 326
Release: 2018-07-10
Genre: Electronic Book
ISBN: 172185388X

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Welcome to a digital world where anything is possible. Over the past two decades, millions of players have inhabited the virtual world of Britannia inside the Massively Multiplayer Online fantasy PC game, Ultima Online. Released in 1997 by developer Origin Systems and publisher Electronic Arts, Ultima Online is known as the grandfather of MMOs. Braving Britannia: Tales of Life, Love, and Adventure in Ultima Online collects interviews with 35 of the game's players, volunteers, and developers, revealing what they did, where they adventured, and how their lives were shaped, changed, and altered through experiences in Ultima Online's shared virtual world. In a fantasy world of limitless potential, the only thing players seem to enjoy more than playing the game is talking about it, and yet, the true stories behind the avatars have largely gone unpublished for the past twenty years. Until now.

Building SimCity

Building SimCity
Author: Chaim Gingold
Publsiher: MIT Press
Total Pages: 488
Release: 2024-06-04
Genre: Games & Activities
ISBN: 9780262377584

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A deep dive into the trailblazing simulation game SimCity, situating it in the history of games, simulation, and computing. Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations. Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis’s complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright’s career; Maxis’s failure to back The Sims to completion; and the company’s sale to Electronic Arts. A lavishly visual book, Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity’s operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo’s manga-style “Dr. Wright” character design, just to name a few.

Braving Britannia

Braving Britannia
Author: Wes Locher
Publsiher: Unknown
Total Pages: 376
Release: 2020-10-16
Genre: Electronic Book
ISBN: 9798686243811

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YOU CAN'T GO HOME AGAIN ... OR CAN YOU? For more than 20 years, millions of players have lived, loved, and lost in the medieval fantasy world of Britannia within the video game Ultima Online. Originally released in 1997 by developer Origin Systems and publisher Electronic Arts, Ultima Online is widely considered to be the grandfather of Massively Multiplayer Online games. This second volume of the Braving Britannia series collects interviews with 30 more of the game's players as they share treasured memories of slaughtering the weak, protecting the innocent, founding successful roleplaying communities, meeting future spouses, bonding with family and friends, decorating expansive castles, or just causing trouble for everyone around them. Meanwhile, the author returns to Ultima Online for the first time in more than 15 years, hoping to discover whether the game is as special as he remembers it, or if his feelings are merely rooted in nostalgia. It's time to brave Britannia. Again.