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Image of Game over: how nintendo zapped an American industry, capture your dollars, and enslaved your children

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Game over: how nintendo zapped an American industry, capture your dollars, and enslaved your children

Sheff, David - Nama Orang;

Gradually Americans have become aware that the game is over: The Japanese have already landed. A Trojan horse has been smuggled into one out of every three American living rooms ... by our children." "Through its video-game system, Nintendo has dominated a growing industry, projected to be worth $6-$7 billion in the United States in 1993, and has transformed itself into one of the world's most successful and influential corporations. As Nintendo Co. Ltd., ruled by its formidable chairman, Hiroshi Yamauchi, racks up huge profits, people in the electronics industry are wondering why American companies have such a small market share of this field. In Washington, congressmen, meeting in closed-door sessions (which they follow with self-serving press conferences), have charged that Nintendo alone is responsible for almost 10 percent of our trade deficit with Japan." "These are the most obvious results of the Nintendo invasion, but there are more. "Q" ratings, which indicate the popularity of politicians, movie stars, and other public figures, showed that by 1990 the Nintendo mascot, Super Mario, was more familiar to American children than even Mickey Mouse. To some this is an outrage that symbolizes the next phase of this insidious invasion. Japan has already captured American wallets; the country's minds, beginning with those of its children, appear to be next." "Fads have come and gone before, but this one is different. Kids are obsessed by video games; they conspire with one another about game strategy, draw pictures of the characters, and compose video-game adventures for their homework. The intensity with which they play and with which they submerge themselves in Nintendo culture is noticeably different from the attention they pay to television. Parents, psychologists, and teachers all worry about the post-television generation of children - the Nintendo generation

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2020902360-1338.761 SHE g C/1Perpustakaan Pusat (Koleksi Tandon)Tersedia namun tidak untuk dipinjamkan - Tersedia (Tidak Dipinjamkan)

Informasi Detail

Judul Seri -
No. Panggil 338.761 SHE g
Penerbit New York, Random House,
Deskripsi Fisik xi, 445 hal. ; bibl.; ind.; 24cm
Bahasa Indonesia
ISBN/ISSN 0-679-40469-4
Klasifikasi 338.761
Tipe Isi -
Tipe Media -
Tipe Pembawa -
Edisi -
Info Detail Spesifik Bibliografi: Hal 429-432 ; Indeks: Hal 431-445
Versi lain/terkait Tidak tersedia versi lain
Pernyataan Tanggungjawab