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`ear-lg widen game histur'g
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`SCEA Ex. 1019 Page 1
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`I 6 2012 Inf-Wayne State University Press. Detroit, Michigan 48201. All
`fighésfesefied.‘ Ne pert' of this book may be reproduced without formal
`" pefmissioeL Mahufectured in the United States of America.
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` "1:5'i5'14'1'312-5
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`5 4 3 2 1
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`'I Libf-af}? OEIC-ohgrees Cetalogingein-Publication Data
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`'Befo'r'e the InflaSI-ti: eaI'Iy video game history .’ edited by Mark I. P. Wolf.
`.pLCEfi...'
`'_.
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`Includes bibl-iogrephical references and index.
`ISBN 9733314334503 (pbk. : alk. paper) — ISBN 978-0-8143—3722—6
`'(ebooI<)'
`I
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`1'. VicIéo games—History. 2. Video games~50ciaiaspects LWolf, Mark
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`GV146931344 2012
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`Typeset by Maya Rhodes
`Composed in Wamock Pm and [Meta
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`Foreword by Ed Rotberg Vii
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`Acknowledgments xi
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`Introduction 1
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`MARK I. P. WOLF
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`Video Games Caught Up in History: Accessibility, 'I'eleological
`Distortion, and Other Methodological Issues
`9
`CARL THERRIEN
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`What’s Victoria Got To DO with It? Toward an Archaeology of
`Domestic Video Gaming 30
`ERKKI HUHTAMO
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`Ball—and—Paddle Consoles 53
`
` CONTENTS
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`LEONARD HERMAN
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`Channel F for Forgotten: The Fairchild Video Entertainment
`System 60
`ZACH WHALEN
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`The Video Game Industry Crash of1977 81
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`MARK I. P. WOLF
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`A Question of Character: Transmediation, Abstraction, and
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`Identification in Early Gaines Licensed from Movies 90
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`JESSICA ALDRED
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`KAREN COLLINS
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`The Rise and Fall of Cinematronics 138
`TIM SKELLY
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`Color-Cycled Space Fumes in the Pixel Particle Shockwave:
`The Technical Aesthetics oi'Defender and the Williams Arcade
`Platform, 1980w82 168
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`BRETT CAMPER
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`Coin—Drop Capitalism: Economic Lessons from the Video Game
`Arcade 189
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`CARLY A. KOCUREK
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`Early Online Gaming: BBSs and MUDs 209
`STACI TUCKER
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`Appendix A: Video Game History: Getting Things Straight 225
`RALPH H. BAER
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`Appendix B: The Magnavox Co. v. Activision, Inc: 1985 WI, 9469
`(ND. Cal. 1985) 234
`Ross A. DANNENBERG
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`Contributors 239
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`Index 245
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`vi
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`Contents
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`share as well, circulating information, opinions, and rumors on countless
`online forums (including “independent" blog sites covertly funded by the
`
`media industry). A media archaeology of gaming penetrates beyond this
`uneven, reflective, and multipatterned surface, looking for symptoms of
`neglected and suppressed developments behind it. While illuminating the
`past, media-archaeological excavations also help us question the received
`truths of contemporary culture.
`
`BACK TO THE FUTURE, OR PRE-POSiTIONING
`THE VIDEO GAME CONSOLE
`
`In 1978, Magnavox, the American television manufacturer that had rein»
`vented itself as a pioneer of domestic video gaming, released Odyssey}, an-
`other descendent of its legendary flagship product, the Odyssey {1972). A
`magazine advertisement promoting the Odysseyz, shows a grinning father
`and smiling daughter staring'intensely at each other, clutching joysticks be-
`tWeen their fingers (Fig. 2.1).6 Both are shown in profile, the console and
`TV~screen game display between them, facing the reader—we are obvi-
`ously invited to place ourselves within the picture via identification. The
`projectile shot by the father’s avatar is bouncing from a tree—a miss!—
`Whereas the daughter’s avatar is about to make a direct hit at the “father fig—
`ure”—bang’ The ad presents Odyssey2 as a way of bondingefamily meme
`bers, sexes, and generationsmbut in a playfully subversive and mischievous
`way. Reversing prevailing social norms, the daughter may humiliate her fa-
`ther without being punished, as long as it happens within the virtual world
`of the game.
`
`The text presents the console as the “ultimate gift" (probably from the
`father to the family). The slogan at the bottom sums up Magnavox’s mis-
`sion: “We make staying home fun.” For the media archaeologist, this is not
`the whole story or even the full sentence. Its unstated cultural subtext could
`be formulated as follows: “50 that Children will never leave their parents,
`
`and will stay away from bars, game arcades, and other bad influences." Una
`derlying the slogan is the implicit suggestion that without the system, stay—
`ing at home is not fun. The “transgression” of social norms the ad hints at
`serves this purpose: the Odysseyz, connected with the domestic television
`set, provides the daughter a harmless way of releasing whatever pressures
`
`32
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`GIVE THE ULTI
`MATE
`COMPUTER VIDEO GAME.
`
`1mm ..r.
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`The program—
`mnble computer
`video game sys-
`lem. Odyssey? has
`a sophislicuted 49
`<51oraclor alpha—
`numeric keyboard.
`Over 30 games
`In play. Odyssey“
`offers a wide variety
`0! arcade. sporis and
`educulimml games.
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`irlt'ikiulwulml
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`controls include-cf.
`Odysmy" gives. you
`more than olhcr video
`games. Odyssey".
`The olfimmo game.
`The ulfimnle gift. Ftom
`ilm ariginalor...
`Mognuvou.
`Dial 800-447-
`4700 loll free for
`store mam-es! you.
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`Fig. 2.2. Magnavux Ochjssey2 adverfisement. From www.retroist.com/2009104115/magnavoxrodysi
`sey-z-ad—from-igso.
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`l':l.li'ai'l‘.z'l'. tarofessor oi digital me 'lia at [3 ear-gig Trastilute of
`ll il'.‘
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`leCl'll'lCllCJgii and caratili'lcn- oi' l-{arz'ing the Bram The More Video [Hampton-3r
`System
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`"One of our preeminent video game scholars, Wolf continues to break new
`ground with this Fascinating collection.“
`
`flEi J‘lli'il'fil ll W, o-_-3»_'Iar:iai'.n |:ur-c::les:-:.i_n'- ni coinmnlmcaiion and
`I
`.li-Itlls ii
`-
`mrdio staditn oi sacred l-learl: Lli'livc-rsitg
`
`“In this smart volume on the earlg historg of video games, the authors admit
`to their feelings of nostalgia, while bringing us new insights about old games
`and game hardware.”
`
`ll ll_:_ riisF-rsttml: i'lrofassor at l"lE‘.-v' i’orli Llniwsi'siing borne
`mlii bl '1 .l'.
`Center and oatl'wr of llalfrlieal
`
`“Before the Crash is fascinating reading and provides valuable service to
`the entire game studies field bg presenting detailed analgses of earlg video
`game culture. Covering the production. economics. and gameplag of video
`games produced in the 1970s and earlg 1980s, this book proves the value
`of historical perspective for understanding the basis of the present digital
`lifestgle. As leading academics in game historg and professionals who them?
`selves participated in the creation of the games industrg, the contributors
`bring together an impressive bodg of expertise from this important field.“
`Fin-Tl li-
`i'ii'flz'i’ii-ll prair floor at digital culture and game studies alt
`l.l ni vi: rsi E g a 1' To in p e F‘C‘
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`SCEA EX. 1019 Page ;
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`is a professor in the communication department at
`lrllll I'
`.l.:~'
`lli‘n‘i‘i
`Concordia Universitg Wisconsin. His books include Abstracting Reality: Art,
`Communication, and Cognition in the Digital Age; The Medium of the Video
`Game; Virtual Morality: Morals, Ethics. and New Media; The Video Game Theory
`Header; Mgst and Riven: The World of the D’ni; The Video Game Explosion: A
`History from PDNG to PlayStation and Beyond; The Video Game Theory Reader
`2; and the two-volume Encyclopedia of Video Games. He is also founder of the
`Landmark Video Game book series and the Video Game Studies Scholarlg
`Interest Group within the Societg of Cinema and Media Studies.
`
`Contributors: Jessica Aldred, Ralph H. Baer. Brett Camper. Haren Collins, Ross
`A. Dannenberg, Leonard Herman, Erkki Huhtamo, Carlg A. Hocurek. Sheila
`C. Murphg, Ed Flotberg, Tim Skellg. Carl Therrien. Staci Tucker, Zach Whalen.
`Mark J. P. Walt
`
`[Innatetrllnorllru rip piliaritl'lnis to film
`and Media Series
`
`lSElN-ia:978-0—8143-3450-8
`
`Err-Jet ClL-‘Efltil'i
`
`tug Hebe-LL]: Lawn
`
`'i'li PPPSS
`lnlggne State Unive!
`0‘3““3‘lli- l'll‘il Won hé'i-i'tllr'lfal'r-i
`'
`
`9 780814 334508
`
`SCEA Ex. 1019 Page 7
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