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"Back in the 1930s he had seen his parents shot to death by the Nazis but the nightmare had not ended there, for Michael Kurtz had been given a "reprieve," sent to become one of Herr Lorken's boy courtesans in a brother catering to all the appetites of the elite officers of the Third Reich. Here, as a boy, Michael had to learn survival... and submission to a new way of life, the life of a painted slave in a perfumed palace for soldiers. Now, as a man, he must learn to face his past, to remember the bullets and the pain... and the surprising tenderness he found at the hands of the enigmatic Herr Lorken, the magnificent lord of the fantastic Glass Arcade"--Page 4 of cover.
This all-new chapter book is based on Nickelodeon's popular TV series The Loud House! Lincoln and Clyde have been waiting for this day for months: their favorite video game, Marshmallow Martian Blasters, is finally arriving at the arcade, and nothing will keep them from being first in line. Nothing, that is, except a houseful of sisters who all seem to need something from their one brother. This Saturday is supposed to be all about blasting puffy Martians, not running errands or being everyone's handyman. Lincoln has a plan--until one of his younger sisters needs help that only he can give, and he decides that no matter how demanding they can be, family always comes first. Fans of Nickelodeon's The Loud House and readers ages 6 to12 will love this laugh-out-loud original chapter book adventure with full-color insert.
Travis and Journey are best friends who love going to Arcade World, a mysterious arcade filled with video games no one has ever heard of, so when they learn the danger of the games coming to life they must save the world from pixelated enemies.
Travis and Journey meet a mysterious new player in this third book in the Arcade World graphic novel chapter book series. Travis and Journey are back with a new friend named Devonte who has also been drawn into the Arcade World mystery…but whose side is he on? And does it matter when there are giant robots crashing through the city?
Travis, Journey, and Devonte set off on a knightly quest in the sixth book in the Arcade World graphic novel chapter book series. Travis, Journey, and the other players in Arcade World hoped Dragon Flames would never come to life. Being a knight and battling dragons may sound fun, but the characters are notoriously treacherous. When it’s time to battle the epic game, will Travis, Journey, and Devonte be able to tell their allies from their enemies?
Living in South Beach, Staten Island, the “forgotten borough” of New York City, best friends Johnny Romano, Ralphie Molinaro and Giulia Stringer struggle to understand a world that doesn't make a whole lot of sense to them. They're searching for answers to questions that seem impossible to figure out: why are their parents so crazy? How do they live with the hole left in their hearts when someone dies? Why is the gravitational pull of their neighborhood, a beach town next to the Verrazano Bridge that still hasn't shaken off its past, so powerful? What peculiar shapes can love take? And why has a rundown arcade two blocks from the beach become the center of their universe? But the people they meet--from Joey C., the local mob enforcer, to Luke, a transfer student at Tompkins High School, to Dinino, the mysterious owner of the arcade—all have their own secrets to hide. Covering a decade of their lives, from ten to twenty years of age, WELCOME TO THE ARCADE follows Johnny, Ralphie and Giulia as they move through the kaleidoscope of childhood to the insanity of young adulthood, always keeping one burning question in their minds: How do we figure out the greatest mystery of them all—growing up?
Focusing on the arcades of 19th-century Paris--glass-roofed rows of shops that were early centers of consumerism--Benjamin presents a montage of quotations from, and reflections on, hundreds of published sources. 46 illustrations.
Video gaming: it’s a boy’s world, right? That’s what the industry wants us to think. Why and how we came to comply are what Carly A. Kocurek investigates in this provocative consideration of how an industry’s craving for respectability hooked up with cultural narratives about technology, masculinity, and youth at the video arcade. From the dawn of the golden age of video games with the launch of Atari’s Pong in 1972, through the industry-wide crash of 1983, to the recent nostalgia-bathed revival of the arcade, Coin-Operated Americans explores the development and implications of the “video gamer” as a cultural identity. This cultural-historical journey takes us to the Twin Galaxies arcade in Ottumwa, Iowa, for a close look at the origins of competitive gaming. It immerses us in video gaming’s first moral panic, generated by Exidy’s Death Race (1976), an unlicensed adaptation of the film Death Race 2000. And it ventures into the realm of video game films such as Tron and WarGames, in which gamers become brilliant, boyish heroes. Whether conducting a phenomenological tour of a classic arcade or evaluating attempts, then and now, to regulate or eradicate arcades and coin-op video games, Kocurek does more than document the rise and fall of a now-booming industry. Drawing on newspapers, interviews, oral history, films, and television, she examines the factors and incidents that contributed to the widespread view of video gaming as an enclave for young men and boys. A case study of this once emergent and now revived medium became the presumed enclave of boys and young men, Coin-Operated Americans is history that holds valuable lessons for contemporary culture as we struggle to address pervasive sexism in the domain of video games—and in the digital working world beyond.
Gamers who cut their teeth in the arcades will love this trip down memory lane. Artcade is a unique collection of coin-op cabinet marquees, some dating back 40 years to the dawn of video gaming. Originally acquired by Tim Nicholls from a Hollywood props company, this archive of marquees - many of which had suffered damage over time - have now been scanned and digitally restored to their former glory. The full collection of classic arcade cabinet artwork is presented here for the first time in this stunning landscape hardback book, and accompanied by interviews with artists Larry Day and the late Python Anghelo. Relive your mis-spent youth with artwork from dozens of coin-ops including Asteroid, Battlezone, Street Fighter II, Out Run, Moon Patrol, Gyruss, Q*Bert, Bubble Bobble and many more. Each marquee takes up a full double-page spread in the book, and is faithfully recreated using beautiful lithographic printing on the highest quality paper. Tim has spent over a thousand hours assembling the high-resolution scans, restoring the images in Photoshop and color-correcting them back to their vibrant, as-new appearance. The results of all that hard work are now available as a lasting record of the amazing artwork that adorned the arcades during the golden era of coin-op video gaming.
The Mass Ornament today remains a refreshing tribute to popular culture, and its impressively interdisciplinary writings continue to shed light not only on Kracauer's later work but also on the ideas of the Frankfurt School, the genealogy of film theory and cultural studies, Weimar cultural politics, and, not least, the exigencies of intellectual exile.