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Simulating America: Ludocapitalism Of The 1990s In Wall Street Kid And Animal Crossing, Emily C. Byrne
Simulating America: Ludocapitalism Of The 1990s In Wall Street Kid And Animal Crossing, Emily C. Byrne
English Honors Theses
The 1990s witnessed a rapid and unprecedented growth in technology. People watched more television and film, conversed with strangers in anonymous chat rooms, messaged each other on personal pagers, and increased their consumption of video games. The 1990s mark the third decade of the video game industry’s existence. Similar to other forms of digital media, the video game industry participated in rapid technological development during the decade. Home and handheld consoles became increasingly widespread, driving players away from the arcades of the past. Genres such as the first person shooter, fighting games, and survival horror started gaining significant popularity. These …