Video games, video game, video game history, 20th century, 20th century history, american history, technology, history of technology, gender, masculinity
This thesis examines the video game industry within the United States from the first game that was created in 1958 until the shift to Japanese dominance of the industry in 1985, and how white, middle class masculinity was reflected through the sphere of video gaming. The first section examines the projections of white, middle class masculinity in U.S. culture and how that affected the types of video games that the developers created. The second section examines reflections of this masculine culture that surrounded video gaming in the 1970s and 1980s in the developers, gamers, and the media, while demonstrating how the masculine realm of video gaming was constructed. Lastly, a shift occurred after the 1980 release of Pac-Man, which led to a larger number of women gamers and developers, as well as an industry that embraced a broader audience. It concludes with the crash of the video game industry within the United States in 1983, which allowed Japanese video game companies to gain dominance in video gaming worldwide instead of the U.S. companies, such as Atari.
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Master of Arts (M.A.)
College of Arts and Humanities
History; Public History
Length of Campus-only Access
Masters Thesis (Open Access)
Arts and Humanities -- Dissertations, Academic, Dissertations, Academic -- Arts and Humanities
McDivitt, Anne, "I Play To Beat The Machine: Masculinity And The Video Game Industry In The United States" (2013). Electronic Theses and Dissertations, 2004-2019. 2661.