The American arcade sanitization crusade and the amusement arcade action group

Book chapter


Meades, A. 2019. The American arcade sanitization crusade and the amusement arcade action group. in: Jørgensen, K. and Karlsen, F. (ed.) Transgression in Games and Play MIT Press.
AuthorsMeades, A.
EditorsJørgensen, K. and Karlsen, F.
Abstract

Transgressive play can be understood as activity found at odds with societal attitudes, expectations and norms of play. This chapter traces the ways that attitudes towards transgressive and appropriate play in the US shifted during the 1980s as the result of moral enterprise, the ways that this impacted upon practices of public and private play, and the ways in which this was culturally relative. Throughout the 1980s public videogame play in the US was subject to sustained popular attack, whereby practices were critically compared to norms and expectations, and as a result were regulated, censured and changed, representing an idealization of play. The character of appropriate public videogame play changed: it became configured as an almost entirely benign activity for children, generally unsuitable for adolescent or adult participation. At the same time private videogame play developed as an activity – playing on consoles and computers within the confines of the home – which, although also framed as largely childish and benign, existed beyond the scrutiny of the public body and became a possible location for the continuation of adolescent and adult videogame play. These changes occurred in North America, however, other countries, such as the UK, that also witnessed the arrival of home and arcade videogames, did not feel the same need to contest and challenge the notion of public play. These were territories where people did not feel that public videogame play represented anything especially transgressive, and in so doing, highlight the cultural and historic specificity of the identification of transgression, whether playful or otherwise.

Year2019
Book titleTransgression in Games and Play
PublisherMIT Press
Output statusPublished
ISBN9780262038652
Publication dates
Print05 Mar 2019
Publication process dates
Deposited06 Jan 2017
Submitted23 Oct 2016
Permalink -

https://repository.canterbury.ac.uk/item/87zw5/the-american-arcade-sanitization-crusade-and-the-amusement-arcade-action-group

  • 139
    total views
  • 0
    total downloads
  • 3
    views this month
  • 0
    downloads this month

Export as

Related outputs

Arcade Britannia
Meades, A. 2022. Arcade Britannia. London MIT Press.
Arcade tales 3: the Reculver posse and the Pinball Kid
Meades, A. 2017. Arcade tales 3: the Reculver posse and the Pinball Kid.
Arcade tales - a social history of the British arcade
Meades, A. 2017. Arcade tales - a social history of the British arcade.
Arcade tales 4 - arcades, histories, photographs
Meades, A. 2017. Arcade tales 4 - arcades, histories, photographs.
Arcade tales 2 - it survived the 80s and we have spare parts
Meades, A. 2016. Arcade tales 2 - it survived the 80s and we have spare parts. Canterbury Christ Church University.
Arcade Tales 1 - Goddess of Retribution
Meades, A. 2016. Arcade Tales 1 - Goddess of Retribution. Canterbury Christ Church University.
Arcade tales and play cultures
Meades, A. 2016. Arcade tales and play cultures.
Beyond the animated landscape: videogame glitches and the sublime
Meades, A. 2015. Beyond the animated landscape: videogame glitches and the sublime. in: Pallant, C. (ed.) Animated Landscapes New York Bloomsbury.
Lords of Misrule
Meades, A. 2015. Lords of Misrule.
Boosting, glitching and modding Call of Duty: assertive dark play manifestations, communities, pleasures and organic resilience
Meades, A. 2015. Boosting, glitching and modding Call of Duty: assertive dark play manifestations, communities, pleasures and organic resilience. in: Mortensen, T., Linderoth, J. and Brown, A. (ed.) The Dark Side of Game Play: Controversial Issues in Playful Environments New York Routledge. pp. 242-262
Understanding counterplay in video games
Meades, A. 2015. Understanding counterplay in video games. New York Routledge.
More bang for your buck—hardware hacking, real money trade, and transgressive play within console-based first-person shooters
Meades, A. 2012. More bang for your buck—hardware hacking, real money trade, and transgressive play within console-based first-person shooters. in: Vorhees, G., Call, J. and Whitlock, K. (ed.) Guns, Grenades, and Grunts: First-Person Shooter Games London Continuum. pp. 199-223
Angels and demons in a digital landscape
Meades, A. 2010. Angels and demons in a digital landscape.
Why we glitch: process, meaning and pleasure in the discovery, documentation, sharing and use of videogame exploits
Meades, A. 2013. Why we glitch: process, meaning and pleasure in the discovery, documentation, sharing and use of videogame exploits. Well Played Journal. 2 (2), pp. 79-98.
Infectious pleasures: ethnographic perspectives on the production and use of illicit videogame modifications on the Call of Duty franchise
Meades, A. 2013. Infectious pleasures: ethnographic perspectives on the production and use of illicit videogame modifications on the Call of Duty franchise. Journal of Gaming and Virtual Worlds. 5 (1), pp. 59-76. https://doi.org/10.1386/jgvw.5.1.59_1
Imaginary monsters: Game 3.0 and the rise of the transgressive player
Meades, A. 2010. Imaginary monsters: Game 3.0 and the rise of the transgressive player. Journal of Gaming and Virtual Worlds. 2 (2), pp. 115-134. https://doi.org/10.1386/jgvw.2.2.115_1