Salon Home
Topic

Video Games

Thursday, Jun 19, 1997 7:00 PM UTC1997-06-19T19:00:00Zl, M j, Y g:i A T

21st: Joystick Nationalism

Video games are most kids' first contact with computers -- therefore, says author J.C. Herz, they'll shape our world.

Topics:

every Saturday morning, my best friend Matthew and I would meet at a certain corner on the main drag of our Jersey suburb to get our fix. We’d hit the Pac Man at the bagel shop, Donkey Kong at the Hallmark store, Asteroids at the take-out chicken joint. I thought my addiction was under control until I got caught stealing $50 from my mother to buy Space Invaders for my Atari 2600. I was desperate.

Any pastime this obsessive leaves its mark. Fifty million American adults today grew up playing video games — in many cases, before they learned to read. J.C. Herz’s new book, “Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds,” examines how these games captured the imagination of a generation — and gave birth to the notion that computers could actually be entertaining. Herz, the 25-year-old author of “Surfing the Internet,” maintains that video games have not only been a $6 billion-a-year success, they have laid a neurological fabric that prepares us for life in the arcade-like Information Age.

Salon spoke recently with Herz in New York about girls, boys, violence, modern war and video games.

Continue Reading

David Adox is a New York journalist who covers gay and lesbian issues.  More David Adox

Sunday, Dec 25, 2011 6:00 PM UTC2011-12-25T18:00:00Zl, M j, Y g:i A T

Holiday carols, eggnog — and video games

It's a new tradition -- generations around a game console. For 25 years, families have shared "The Legend of Zelda"

zelda

Topics:

The legend goes like this: As a boy growing up in Japan, Shigeru Miyamoto was playing outside and discovered a cave. The cave haunted the child, who loved comics and dreamed of becoming an artist, but he was too afraid to go explore. Pained days followed, and the boy tried to summon the courage to see what was hidden. As we all do eventually, however, Miyamoto finally faced his fears. He went inside — and it helped change the way we all play.

Thirty years later, Miyamoto defined video games during a period of remarkable creativity. He gave games their first story in “Donkey Kong”: Ape kidnaps lady, climbs a building, mustachioed fella rushes to save her. It’s a classic boy-rescues-girl plot, but before “Kong,” games only had beginnings and endings in the sense that a challenge was completed or not. “Kong” had a story arc — and gave birth to games’ most enduring icon, Mario.

Continue Reading

  More Anthony John Agnello

Tuesday, Dec 6, 2011 1:00 AM UTC2011-12-06T01:00:00Zl, M j, Y g:i A T

Inside the geeky, revolutionary world of “Minecraft”

Can a video game change the world? At the "Minecraft" convention in Las Vegas, crazily costumed obsessives say yes

minecraft kids

 (Credit: FLICKR USER NAME / CC BY 3.0)

Topics:

The revolution will be pixelated. It will be digital, yes, but also lo-fi and open-ended. And it’s underway right now in the virtual world of “Minecraft,” the deceptively simple online video game that has conquered the gaming world by stealth. Well, it was stealthy until one November weekend, when 5,000 die-hard fans converged on Las Vegas for Minecon and the celebration of “Minecraft’s” official launch.

“Launch” is a bit of a misnomer, as the game already has 16 million registered users in its beta form. The day before the announced launch, Mojang, the small Swedish company that created “Minecraft,” quietly released its new smartphone app — and within 24 hours it became the No. 1 selling app in the U.S. With an Xbox version of the game coming this spring, another 30 million Xbox Live subscribers will be jumping into the “Minecraft” Nether. The Minecraft Generation has officially begun.

Continue Reading

Rob Spillman is co-editor of Tin House magazine.  More Rob Spillman

Thursday, Jun 30, 2011 7:01 PM UTC2011-06-30T19:01:00Zl, M j, Y g:i A T

Court reaffirms: Sex much worse than violence

A high court ruling underlines the increasingly obvious problems we have with nudity but not gore -- and why

Court reaffirms: Sex much worse than violence

Sex is scarier, and more dangerous, than violence.

That was the cultural belief the Supreme Court reinforced on Monday when it rejected an attempt to ban the sale of violent video games to minors. Despite the frequent rhetorical link made by politicians and activists between sex and violence in the media, when it comes to First Amendment exemptions, sex stands entirely on its own. The majority ruling states clearly that federal obscenity law applies only to “depictions of ‘sexual conduct’” and not to scenes that are “shocking” for other reasons, like extreme violence. The Court ruled in the 1968 case of Ginsberg v. New York that states could ban the sale of sexual material to children, even if the content is not considered “obscene” for adults.

Continue Reading
Tracy Clark-Flory

Tracy Clark-Flory is a staff writer at Salon. Follow @tracyclarkflory on Twitter.  More Tracy Clark-Flory

Monday, Jun 27, 2011 3:14 PM UTC2011-06-27T15:14:00Zl, M j, Y g:i A T

Court: Calif. can’t ban violent video game sales

Supreme Court says governments do not have the power to "restrict the ideas to which children may be exposed"

The U.S. Supreme Court building in Washington, D.C.

The U.S. Supreme Court building in Washington, D.C.

The Supreme Court on Monday refused to let California regulate the sale or rental of violent video games to children, saying governments do not have the power to “restrict the ideas to which children may be exposed” despite complaints about graphic violence.

On a 7-2 vote, the high court upheld a federal appeals court decision to throw out the state’s ban on the sale or rental of violent video games to minors. The 9th U.S. Circuit Court of Appeals in Sacramento had ruled that the law violated minors’ rights under the First Amendment, and the high court agreed.

Continue Reading

  More Jesse J. Holland

Friday, Jun 10, 2011 12:01 AM UTC2011-06-10T00:01:00Zl, M j, Y g:i A T

Should I worry about my son’s gaming obsession?

I'm concerned he's wasting his college years in front of a screen -- but is it just a generational difference?

Should I worry about my son's gaming obsession?

Not long ago I was trying to pry some news out of my reticent senior-in-college son without much success when I changed the subject to computer gaming. He’s been punching the keyboard ever since I got my first Apple II when he was 5, when electronic games were beyond Pong but not yet past Pac-Man, and I know it’s not something he’s outgrown. Still, he’s usually circumspect about his gaming life, knowing his mother and father consider it something between an addiction and a vice.

Continue Reading

Lawrence Tabak is a writer currently looking for a home for his YA novel about a teen gaming prodigy who makes the leap to the South Korean professional circuit.  More Lawrence Tabak

Page 1 of 22 in Video Games

Other News