Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download Automatic Pleasures PDF full book. Access full book title Automatic Pleasures by Nic Costa. Download full books in PDF and EPUB format.
Author: Nic Costa Publisher: ISBN: Category : Business & Economics Languages : en Pages : 232
Book Description
This book has stood the test of time. Copies of the first edition have over the years regularly sold for many times the cover price. The full color book is once more in print. Since its original publication it has been cited in many academic papers and has since become the definitive work on the subject. It caused embarrassment to the huge American coin machine industry when it was first published in 1988- they were busy celebrating the centenary of the Juke Box in that year as an American invention whereas the book revealed that it was actually an earlier British invention. It awoke huge interest in Japan by giving them long sought answers as to the origins of the Pachinko machine (which at the time was consuming as much as a quarter of the gross domestic product in Japan). As a direct result of the book a new museum was established in the Japanese city of Kobe and for a short while the author became a national celebrity there. The book established many new facts and destroyed many of the myths that had arisen in the gaming industry during the 20th century. Originally an ancient Greek invention, the advent of the coin machine in the 19th century heralded a Victorian revolution which sought to establish a fully automated society. The visionaries of the past are the direct forbears of the all pervasive computer industries -without the gaming and coin machine industries it is doubtful as to whether today's computer dominated age would have ever happened. Most important of all, it is fun to read
Author: Nic Costa Publisher: ISBN: Category : Business & Economics Languages : en Pages : 232
Book Description
This book has stood the test of time. Copies of the first edition have over the years regularly sold for many times the cover price. The full color book is once more in print. Since its original publication it has been cited in many academic papers and has since become the definitive work on the subject. It caused embarrassment to the huge American coin machine industry when it was first published in 1988- they were busy celebrating the centenary of the Juke Box in that year as an American invention whereas the book revealed that it was actually an earlier British invention. It awoke huge interest in Japan by giving them long sought answers as to the origins of the Pachinko machine (which at the time was consuming as much as a quarter of the gross domestic product in Japan). As a direct result of the book a new museum was established in the Japanese city of Kobe and for a short while the author became a national celebrity there. The book established many new facts and destroyed many of the myths that had arisen in the gaming industry during the 20th century. Originally an ancient Greek invention, the advent of the coin machine in the 19th century heralded a Victorian revolution which sought to establish a fully automated society. The visionaries of the past are the direct forbears of the all pervasive computer industries -without the gaming and coin machine industries it is doubtful as to whether today's computer dominated age would have ever happened. Most important of all, it is fun to read
Author: Kerry Segrave Publisher: McFarland ISBN: 0786481595 Category : Social Science Languages : en Pages : 291
Book Description
Although the 1880s are considered the beginning of the vending machine era, these devices have existed for a couple of thousand years. The earliest reference to a vending machine was made by Hero--a Greek mathematician, physicist and engineer who probably lived in Alexandria during the first century a.d.--who described and illustrated a coin-operated device to be used for vending sacrificial water in Egyptian temples. Completely automatic, the device was set in operation by the insertion of a five-drachma coin. This work traces the history of the vending machine from its inception to its current place in popular American culture, with the eight chapters covering significant eras. Successes and failures of the machines, economic factors influencing the popularity (or lack thereof) of vending machines, and the struggle of industry to become a dominant, large-scale method of retailing products are discussed. This text is richly illustrated and includes appendices on vending dollar value, vending sales by location type and vending statistics.
Author: James A. Russell Publisher: Psychology Press ISBN: 9781841699363 Category : Psychology Languages : en Pages : 208
Book Description
Like 'mind' and 'consciousness', 'pleasure' was all but tabooed in psychology for much of the 20th Century. Like those concepts too, pleasure is difficult to define or to assess scientifically. Still, evidence has steadily accumulated that pleasure is involved in all aspects of psychology. The simplest sensory experience is tinged with pleasure or displeasure. Some (although not all) planning for the future involves maximizing pleasure. Pleasantness is the first factor of mood, which is known to influence various cognitive processes. In some theories, pleasure or displeasure lie at the heart of emotion. Articles in this Special Issue take up such issues as these as well as the neurophysiological substrate of pleasure, its role in planned behaviour, nonconscious pleasure, the lay concept of pleasure, and whether smiles and laughter are signs of pleasure.
Author: Todd Berliner Publisher: Oxford University Press ISBN: 0190658770 Category : Performing Arts Languages : en Pages : 321
Book Description
Hollywood makes the most widely successful pleasure-giving artworks the world has ever known. The industry operates under the assumption that pleasurable aesthetic experiences, among huge populations, translate into box office success. With that goal in mind, Hollywood has systematized the delivery of aesthetic pleasure, packaging and selling it on a massive scale. In Hollywood Aesthetic, Todd Berliner accounts for the chief attraction of Hollywood cinema worldwide: its entertainment value. The book examines films such as City Lights and Goodfellas that have earned aesthetic appreciation from both fans and critics. But it also studies some curious outliers, cult films, and celebrated Hollywood experiments, such as The Killing and Starship Troopers. And it demonstrates that even ordinary popular films, from Tarzan and His Mate to Rocky III, as well as action blockbusters, like Die Hard and The Dark Knight, offer aesthetic pleasure to mass audiences. Hollywood Aesthetic explains how Hollywood engages viewers by satisfying their aesthetic desires. Visit the companion website at www.oup.com/us/hollywoodaesthetic
Author: Alan Meades Publisher: MIT Press ISBN: 0262544709 Category : Games & Activities Languages : en Pages : 337
Book Description
The story of the British amusement arcade from the 1800s to the present. Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline. Arcade Britannia highlights the differences between British and North American arcades, especially in terms of the complex relationship between gambling and amusements. He also underlines Britain’s role in introducing coin-operated technologies into Europe, as well as the industry’s close links to America and, especially, Japan. He shows how the British arcade is a product of centuries of public play, gambling, entrepreneurship, and mechanization. Examining the arcade’s history through technological, social, cultural, biographic, and legislative perspectives, he describes a pendulum shift between control and liberalization, as well as the continued efforts of concerned moralists to limit and regulate public play. Finally, he recounts the impact on the industry of legislative challenges that included vicious taxation, questions of whether copyright law applied to video-game code, and the peculiar moment when every arcade game in Britain was considered a cinema.
Author: Ph. D. Fancher Publisher: Rowman & Littlefield ISBN: 1493072714 Category : Games & Activities Languages : en Pages : 160
Book Description
A psychotherapist and pool columnist breaks new ground by applying good science to the mental game of billiards and gives invaluable insight on competitive play.
Author: Alexander Smith Publisher: CRC Press ISBN: 042975261X Category : Computers Languages : en Pages : 575
Book Description
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
Author: Gerda Reith Publisher: Routledge ISBN: 1134680309 Category : Games & Activities Languages : en Pages : 227
Book Description
Historical context: locates gambling in attitudes from Aristotle to present day Las Vegas Growing area of interest: here and in the US. Links to Social History, Anthropology and Consumption Studies Strong market potential in US and Far East Good US reviews (Steve Seidman, Univ New York, Albany); Norman Denzin, University of Illinois at Urbana Champaign Topical: recent surge of gambling in Britain with National Lottery; deregulation of gambling industry
Author: Georgina Binnie-Wright Publisher: Bloomsbury Publishing ISBN: 1350136980 Category : Literary Criticism Languages : en Pages : 225
Book Description
James Joyce and Photography is the first book to explore in-depth James Joyce's personal and professional engagement with photography. Photographs, photographic devices and photographically-inspired techniques appear throughout Joyce's work, from his narrator's furtive proto-photographic framing in Silhouettes (c. 1897), to the aggressively-minded 'Tulloch-Turnbull girl with her coldblood kodak' in Finnegans Wake (1939). Through an exploration of Joyce's manuscripts and photographic and newspaper archival material, as well as the full range of his major works, this book sheds new light on his sustained interest in this visual medium. This project takes Joyce's intention in Dubliners (1914) to 'betray the soul of that hemiplegia or paralysis which many consider a city' as key to his interaction with photography, which in his literature occupies a dual position between stasis and innovation.