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A Nation of Gamers: The History of Video Games in Canada

机译:玩家国度:加拿大电子游戏的历史

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摘要

This thesis is a study of the economic, cultural, and political impact of video games in Canada. The trajectory of video games will be mapped beginning with the arrival of video games in Canadian markets in the mid-1970s and ending in the 2000s, with the debut of the Globe and Mail’s gaming section and the finalization of Ubisoft’s $263 million deal with the Ontario Government. Through this journey, it will be shown that over this roughly thirty-year period, video games have become interwoven into the everyday life of Canadians.Today in Canada, many regard video games as important cultural objects and a growing economic sector, yet this was not always the case. The industry has managed to thrive thanks to government influences and arrivals of anchor studios at key times. Yet in the media and the government, video games were seen as a nuisance and threat to children for much of the 1970s, 1980s, and 1990s, and faced many opponents that urged them be banned or censored. Despite these scares, video games were able to grow and be consumed in Canada without the implementation of government restrictions. This history of video games in Canada argues that these factors were caused by a generation gap and larger moral panic, which dissipated after it grew into such a large enough industry and market, that it became lucrative to Canada as a whole. This research shows the reactions that disruptive technologies can instill into a nation and the lack of government involvement speaks to the influence that video games and its industry hold in Canada
机译:本文是对电子游戏在加拿大的经济,文化和政治影响的研究。电子游戏的轨迹将从1970年代中期电子游戏进入加拿大市场开始,到2000年代结束,随着Globe and Mail游戏部门的首次亮相以及Ubisoft与安大略省以2.63亿加元的交易的敲定而绘制地图。政府。通过这一旅程,我们可以看到,在大约三十年的时间里,视频游戏已经融入了加拿大人的日常生活中。今天,在加拿大,许多人将视频游戏视为重要的文化对象和不断发展的经济领域。并非总是如此。由于政府的影响和关键时间的到来,该行业得以蓬勃发展。然而,在媒体和政府中,在1970年代,1980年代和1990年代的大部分时间里,电子游戏被视为对儿童的滋扰和威胁,并面临许多敦促他们被禁止或审查的反对者。尽管存在这些恐慌,但视频游戏仍然能够在加拿大实施和消费,而无需执行政府的限制。加拿大的视频游戏历史证明,这些因素是由代沟和更大的道德恐慌引起的,道德恐慌在其发展到足够大的行业和市场之后就消失了,以至于整个加拿大变得有利可图。这项研究表明,颠覆性技术可能会灌输给一个国家,而政府缺乏参与则说明了视频游戏及其产业在加拿大的影响力

著录项

  • 作者

    Hussey David;

  • 作者单位
  • 年度 2015
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  • 原文格式 PDF
  • 正文语种 en
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