Abstract
This article recovers the popular imaginaries surrounding an obsolete video game platform, the Neo Geo Advanced Entertainment System (AES), through a thematic discourse analysis of British and North American gaming magazines from the 1990s. Released in Japan in 1990, the Neo Geo AES was marketed as a home video game system capable of bridging the gap between the public space of the gaming arcade and the domestic environment of the home. “Imaginaries” in this context refer to the dreams and fantasies that accompanied the Neo Geo AES’s negotiation of arcade and home spaces as well as the discourses, images, ideas, and beliefs that helped mold its identity as a cultural object. Gaming magazines, I argue, help articulate how the system’s failure was tied to its unsuccessful navigation of cultural tensions during a period when gaming culture underwent a rapid relocation from the arcade to the home.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.