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 
Review by Brian Clegg

Comments

Popular posts from this blog

Ancestral Night (SF) - Elizabeth Bear *****

Only a couple of weeks ago, reviewing a 1960s SF book, I bemoaned the fact that science fiction novels of ideas are less common now. Although it is correctly labelled a space opera, Ancestral Night delivers ideas with aplomb.

Let's deal with the space opera aspect first. Elizabeth Bear provides some excellent adventure scenes in space, and we've the usual mix of huge spaceships and interesting aliens. Main character Haimey Dz is an engineer on a ship that salvages wrecks - but, as we gradually discover - she also has a forgotten past. A major feature of the storyline (one that seems to link to the medieval idea of the lost wisdom of the past) is ancient technology from a long-dead race with capabilities, notably manipulating spacetime mentally (Bear has yet to point out that the travel technologies used here could manipulate time as well as space), which fit well with Arthur C. Clarke's magic definition.

I particularly liked the (surely intentional) nods to the much-misse…

The Creativity Code - Marcus du Sautoy *****

At first glance this might just be another 'What AI is good at and not so good at' title. And in a way, it is. But, wow, what a brilliant book! Marcus du Sautoy takes us on a tour of what artificial intelligence has achieved (and possibly can in the future achieve) in a range of fields from his own of mathematics, through game playing, music, art and more.

After a little discussion of what creativity is, we start off with the now very familiar story of DeepMind's AlphaGo and its astonishing ability to take on the hugely challenging game of Go. Even though I've read about this many times before, du Sautoy, as a Go player and mathematician, gives a real feel for why this was such a triumph - and so shocking. Not surprisingly he is also wonderful on what mathematicians actually do, how computers have helped them to date and how they have the potential to do far more in the future. After all, mathematics is by far the closest science to game playing, as it has strict rule…

The Demon in the Machine - Paul Davies *****

Physicists have a habit of dabbling in biology and, perhaps surprisingly, biologists tend to be quite tolerant of it. (I find it hard to believe the reverse would be true if biologists tried to do physics.) Perhaps one reason for that tolerance is Schrödinger’s lecture series and book What is Life?, which had a huge impact on molecular biology and with a reference to which, not surprisingly, Paul Davies begins his fascinating book. 

At the heart of the The Demon in the Machine (we'll come back to that demon in a moment) is the relationship between life and information. In essence, Davies points out that if we try to reduce life to its simple physical components it is like trying to work with a computer that has no software. The equivalent of software here is information, not just in the best publicised aspect of the information stored in the DNA, but on a far broader scale, operating in networks across the organism.
This information and its processing gives life its emergent compl…