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Perils of the Princess

Gender and Genre in Video Games

Bibliographic Data

ID3133879
AuthorsSharon R Sherman (corresponding author)
Year1997
Volume56
Issue3/4
Pages243
Publication date1997-01-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueWestern Folklore (JOURNAL)
Journal identifiersISSN: 0043-373X • E-ISSN: 2325-811X
PublisherWestern States Folklore Society (PUBLISHER)
DOI10.2307/1500277
OpenAlexW1506782598
LanguageEN
Citations received8
References cited5

Once upon a time (in 1972), computer programmers created Pong, a table tennis game, often found inside of tables in bars and restaurants. After Pong came Pac-Man. A number of other games followed. Soon the games were sold as cartridges that plugged into game consoles hooked up to computer monitors, most of which worked on a system invented by Atari. But home computer graphics did not compare with the developing arcade game market. The video arcade became the perfect environment for the postmodern adolescent. It was a place where the loud noises, flashing colors and rapid anything can happen now actions of the screen world mirrored the one in which the games were located. In these ways, the games were similar to pinball. Nevertheless, by 1985, sales were waning and the video game craze seemed to be just another passing fad

Multimedia · Video game · Comics and Graphic Narratives · Computer Science · Folklore, Mythology, and Literature Studies · Jungian Analytical Psychology

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  • The Turkey Maiden Educational Computer Game

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  • The Biographical Pattern in Traditional Narrative

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Unique citing works8
Citations per year0,4
Citation span2006 - 2024 (19)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 8

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