Skip to main content

Atari Age - Michael Z. Newman ***

Subtitled 'the emergence of video games in America', Michael Newman's book aims to examine the impact of 'early video games' on culture and society. It does so to an extent, but despite covering a really interesting subject, it could have been better written. There’s a certain type of academic writing that takes pages to say something relatively simple. Here, Newman takes around 30 of them to tell us that pinball machines were considered dubious and working class, while video games were considered neater and middle class.

Strangely, it is the section on pinball machines as a precursor to the electronic gaming industry that provides the most interesting content, as we never got this 1970s resurgence in the UK. Apparently, in the US, the exposure of pinball in the Who’s Tommy, plus the introduction of more sophisticated electronic effects saw a brief pinball renaissance in the second half of the 70s, while in the UK, the games never got past that feeling of being something (wonderful if, like me, you loved them) from an earlier age.

Newman spends a lot of time on the transition in arcades to electronic machines, and then on the introduction of video games into the home, initially as extensions of the TV viewing experience, then as limited copies of the arcade games and finally blossoming as home computers - even if no one was quite sure how they would be used... other than to play games.

There are definitely some interesting observations here. About the way, for example, that initially video games were portrayed as being far better than the mind-numbing, non-interactive experience of watching TV (perhaps this says something about the quality of the TV pumped out by US networks the 1960s). We are repeatedly exposed to the idea that despite original sales pitches being family oriented, there was a shift to the young male perspective that would come to dominate the way that gaming was portrayed. This gives Newman the opportunity to single out Pacman as being something standout (probably more so than it actually was), noting that the game had far less gender bias in its users than most of its competitors.

To be fair to the author, he makes it clear that he is not trying to provide a history of video games themselves, but even so the approach taken combines piling in far too much evidence on small details for a popular account (never describing one ad campaign, when we can hear about five, for example) with a glacially slow construction of the arguments. The result is a rather frustrating take on a topic that should have been electrifying.


Hardback:  

Kindle 
Using these links earns us commission at no cost to you
Review by Brian Clegg

Comments

Popular posts from this blog

The Magicians - Marcus Chown *****

The title may seem an odd one for a popular science book, but it refers to what Chown describes as ‘the central magic of science: its ability to predict the existence of things previously undreamt of which, when people went out and looked for them, turned out to actually exist in the real universe’. That may be true of all branches of science, but physics – which is what the book is about – is a special case, because its theories are rooted in mathematical equations rather than words. This makes the matter completely black-and-white: if the equations predict something you had no inkling of, then either the maths is wrong, or that thing really does exist. This book describes some remarkable instances where the maths was right.

Actually, I’m not sure the title is strictly accurate. It’s true that it centres on people – both the theoreticians who came up with the predictions and the experimentalists who proved them right – but in most cases the ‘magic’ is something the human players simpl…

Infinity Plus: Quintet (SF) - Keith Brooke (Ed.) ****

When I was younger there was nothing I liked better than a good, deep, dark (frankly, often downright miserable) science fiction story, and this collection delivers excellent modern examples that would have fit easily into a thoughtful if downbeat 70s collection such as the 'New Writing in SF' or the Interzone magazine of the day (one was actually first published in Interzone, in 1987 - the rest date between 1989 and 2010).

If I'm honest, I prefer more upbeat fiction now, but that doesn't stop me appreciating the quality of these five stories, put together by the SF website and publisher Infinity Plus. I've rarely seen a better contradiction of Margaret Atwood's putdown of science fiction as being limited to 'talking squids in outer space.' What we have here is pure character-driven storytelling with not a mention of space, spaceships, ray guns or aliens. It's the inner world, not the outer trappings of sci fi tropes that interest these writers.

On…

Until the End of Time: Brian Greene ***

Things start well with this latest title from Brian Greene: after a bit of introductory woffle we get into an interesting introduction to entropy. As always with Greene's writing, this is readable, chatty and full of little side facts and stories. Unfortunately, for me, the book then suffers something of an increase in entropy itself as on the whole it then veers more into philosophy and the soft sciences than Greene's usual physics and cosmology.

So, we get chapters on consciousness, language, belief and religion, instinct and creativity, duration and impermanence, the ends of time and, most cringe-making as a title, 'the nobility of being'. Unlike the dazzling scientific presentation I expect, this mostly comes across as fairly shallow amateur philosophising.

Of course it's perfectly possible to write good science books on, say, consciousness or language - but though Greene touches on the science, there far too much that's more hand-waving. And good though he i…