Arcades Limited: The Southland and Spatial Evaders

Arcades Limited: The Southland and Spatial Evaders

My presentation, if anything, is a work in progress and at some level a proposition for further investigation. The core mapping and definitional elements are malleable and open to suggestion. Yet the core understanding and spatial relations between class, ethnicity, and access to gaming spaces appear, for the moment, to be strongly suggestive. The principal ideas were inspired by a variety of works, including Abigail Norris’ “Mapping Memphis” that examined the spatial connections of a black owned mortuary and the surrounding community in Memphis, Tennessee. Similar digital history projects map communities that are under-represented and help visualize economic and social connections and how historical spaces are often problematized by conscious and unconscious bias and racism. At its core, the project looks to investigate the relationship between game spaces and ethnic neighborhoods, particularly in black communities in Los Angeles County. I’m primarily concerned with the differentiated game and recreational spaces such as arcades, access to those game spaces, and their creation, lack of creation, or differential creation in relation to historical economic racism throughout Los Angeles. And while similar recreative spatial divides may have played out in other metropolitan areas throughout the nation, it is the Los Angeles area that, as I will argue, felt a specific impact rooted in recreational racism. Critical questions that I would like to address with more research, but will only be able to touch on here include --Where did communities of color and economically depressed youths go to play games? How and what attention did they attract by the local and larger community? What types of games did they play and were they differentiated from the more suburban arcades? What types of spaces were these games placed in and how did they reflect the local community and its separation from economic investment? Ultimately, this project will map the placement, access, and community discourse around video game arcades and smaller spaces such as liquor stores, fast food restaurants, and recreation spaces that also housed games.

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"Parents Should Read the Box," Sega and the Advent of the Entertainment Software Ratings Board

"Parents Should Read the Box," Sega and the Advent of the Entertainment Software Ratings Board

This blog post is a very small part of a much larger project that attempts to historicize and contextualize the origins of violent misogyny and toxic masculinity in video games culture. If video gaming’s masculinity was born in the arcades of the late 1970s and early 1980s, as others Like Carly Kocurek [1] and Shira Chess [2] have suggested, this project argues that it was honed and hardened by the home console market, especially by Sega of America in the late 1980s and the early 1990s, when the home video console shifted from the living room into private domestic spaces and as game companies began aggressive marketing campaigns that ultimately helped to define an ideal masculinity and a path to rebellion that was attractive to both young white men and suburban teenage boys. An identity which has had a lasting legacy and becomes uniquely tied to the contemporary identity of many white male “gamers.”

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