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dc.contributor.advisorLoughlin, Patricia
dc.contributor.authorWiley, Jason T.
dc.date.accessioned2020-07-09T14:39:04Z
dc.date.available2020-07-09T14:39:04Z
dc.date.issued2016
dc.identifier.other(AlmaMMSId)9982523573702196
dc.identifier.urihttps://hdl.handle.net/11244/325007
dc.description.abstractAs of 2016, unlike many popular media forms found here in the United States, video games possess a unique influence, one that gained its own a large widespread appeal, but also its own distinct cultural identity created by millions of fans both here stateside and across the planet. Yet, despite its significant contributions, outside of the gaming's arcade golden age of the early 1980s, the history of gaming post Atari shock goes rather unrepresented as many historians simply refuse to discuss the topic for trivial reasons thus leaving a rather noticeable gap within the overall history. One such important aspect not covered by the majority of the scholarship and the primary focus of thesis argues that the history of early modern video games in the North American market did not originate during the age of Atari in the 1970s and early 1980s. Instead, the real genesis of today's market and popular gaming culture began with the creation and establishment of the third and fourth generation of video games, which firmly solidified gaming as both a multi-billion dollar industry and as an accepted form of entertainment in the United States. This project focuses on the ten-year resurrection of the US video game industry from 1985 to 1995. Written as a case study, the project looks into the three main popular hardware mediums of the late 1980s and 1990s through a pseudo-business, cultural, and technological standpoint that ran parallel with the current events at the time. Through this evaluation of the home consoles, personal computers, and the coin operated arcade machines, gaming in America transformed itself from a perceived fad into a serious multi-billion dollar industry while at the same time, slowly gained popular acceptance. Furthermore, this study will examine the country's love-hate relationship with gaming by looking into reactions towards a Japanese-dominated market, the coming of popular computer gaming, the influence of the bit-wars, and the issue of violence that aided in the establishment of the Entertainment Software Rating Board (ESRB). In order to undertake such a massive endeavor, the project utilizes various sources that include newspapers, magazine articles, US government documents, scholarly articles, video game manuals, commercials, and popular websites to complete the work. Furthermore, another vital source came from firsthand experience playing several of these popular video games from across the decades in question, which include such consoles as the Nintendo Entertainment System, Super Nintendo, Genesis, home computer, and several notable arcade titles. The project's goal and its four main chapters serves as a historical viewpoint of towards neglected video game industry during the third and fourth generation of gaming and the influence it possess in the United States... 'Paradigm Shift...' examines the often-overlooked early modern history of video games from 1985-1995 and how they would go on to become a larger part of American culture. Each chapter attempts to explain the growing influence gaming has had via home console, computer, and arcades in the US market, and in turn show the origins of today's modern gaming market... The significance of 'Paradigm Shift...' comes down to one word, acceptance. Despite the controversy it generated before and during the ten critical years of its rebirth, what the gaming industry did right was breaking the notion that video games were simply a popular craze. Unlike the second generation that only fed this belief, the third and fourth generation of gaming proved this assumption wrong. With countless successful launches of influential games across the decade, video games slowly gained the acceptance of both gamers and non-gamers alike allowing gaming to ingrain itself within the American culture. By 1995, the foundation of both the modern gaming industry and culture came into existence, and it would only become greater as the years progressed thanks to the efforts of Nintendo, Sega, and countless other developers and licensees that kept video games from falling to the wayside during this period of growth and uncertainty.
dc.rightsAll rights reserved by the author, who has granted UCO Chambers Library the non-exclusive right to share this material in its online repositories. Contact UCO Chambers Library's Digital Initiatives Working Group at diwg@uco.edu for the permission policy on the use, reproduction or distribution of this material.
dc.subject.lcshVideo games
dc.titleParadigm shift : how the evolution of two generations of home consoles, arcades, and computers influenced American culture, 1985-1995.
dc.typeAcademic theses
dc.contributor.committeeMemberChurchill, Lindsey Blake
dc.contributor.committeeMemberLacher, Katrina
dc.thesis.degreeM.A., History
dc.subject.keywordsAmerican history
dc.subject.keywordsModern history
dc.subject.keywordsComputer gaming
dc.subject.keywordsCongressional video game hearings
dc.subject.keywordsGaming from 1985-1995
dc.subject.keywordsHome consoles
dc.subject.keywordsVideo game
dc.subject.keywordsViolence in gaming
dc.identifier.oclc(OCoLC)ocn971253756
uco.groupUCO - Graduate Works and Theses::UCO - Theses
thesis.degree.grantorJackson College of Graduate Studies.


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