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Monday, Jun 17, 2002 8:00 PM UTC2002-06-17T20:00:00Zl, M j, Y g:i A T

Pac-Man

With its canary-yellow Everyblob hero, its masterfully simple design and its abstract realm where even death was a cheerful event, Pac-Man brought video gaming out of the bars and into the malls.

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Future generations will not believe it, but there was a moment when Pac-Man was as big as “Star Wars.” A quick glimpse on eBay reveals, in no particular order: a set of Fleer wax-pack trading cards; the classic Pac-Man metal lunchbox; the Milton Bradley Pac-Man board game; a 12-inch remix of the “Pac-Man Fever” single, featuring an instrumental version and, scarily enough, a club version; Pac-Mania, the Official Pac-Man Joke Book (“96 Pac-filled pages of biting humor!”); and yes, a Pac-Man telephone. And that’s all on Web Page 1 … of seven.

Video games have become a part of contemporary life. The kids who grew up steering Pac-Man around his dot-filled maze have grown up to make video games one of the biggest slices of the entertainment-industry pie. Yet no game to date has come close to dominating the popular landscape the way Pac-Man did in the early 1980s. Certainly, the novelty of both the game and the medium itself was a major factor in creating the Pac-phenomenon. But all the later and equally novel video game landmarks — Donkey Kong and Mario, Street Fighter, Myst, Doom, the Sims — are eclipsed by Pac-Man’s gigantic, canary-yellow sun.

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Chris Green is a writer in Los Angeles and the editor of Produced By magazine.  More Chris Green

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

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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.

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  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)

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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.

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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.

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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.

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  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.

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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

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