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Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s
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  • Journal title : Journal of Korea Game Society
  • Volume 15, Issue 4,  2015, pp.111-120
  • Publisher : Korea Game Society
  • DOI : 10.7583/JKGS.2015.15.4.111
 Title & Authors
Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s
Jeon, Gyongran;
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 Abstract
The purpose of this study is to understand the sociocultural context of the pre-game period, and how the context influenced on the identity formation of games. Games did not develop with the fixed and stable identities. Instead, games is the outcome which is conceived in the history of articulation of various discourses, technologies and social factors. The mechanical amusement devices was consumed for the urban entertainment, and made a strained relations with the society for the speculative and pathological characteristics. The mechanical amusement has extended to the electronic games in 1970s, and reached the present digital game culture.
 Keywords
mechanical amusement;game culture;pre-game period;cultural history of games;
 Language
Korean
 Cited by
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