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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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1
Game over: Nintendo's battle to dominate an industry.
1999, Hodder & Stoughton
in English
0340751932 9780340751930
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2
Game Over
August 19, 1997, Random House Value Publishing
Hardcover
in English
0517179083 9780517179086
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3 |
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4
Game over: how Nintendo conquered the world
1994, Vintage Books, Knopf Doubleday Publishing Group
in English
- 1st Vintage Books ed.
0679736220 9780679736226
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5
Game over: Nintendo's battle to dominate an industry
1994, Coronet Books, Teach Yourself Books
in English
0340599820 9780340599822
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6
Game Over
January 1993, Books On Tape, Books on Tape
Audio cassette
in English
5557119256 9785557119252
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7
Game over: Nintendo's battle to dominate an industry
1993, Hodder & Stoughton, Hodder & Stoughton General Division
in English
0340595574 9780340595572
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8
Game over: how Nintendo zapped an American industry, captured your dollars, and enslaved your children
1993, Random House, Random House Publishing Group
Paperback
in English
- First Edition
0679404694 9780679404699
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9 |
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Book Details
Edition Notes
Originally entitled: Game over, how Nintendo zapped an American industry, captured your Dollars and enslaved your children. Published: New York : Random House, 1993.
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- Created October 16, 2008
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March 20, 2023 | Edited by ImportBot | import existing book |
May 25, 2022 | Edited by ImportBot | import existing book |
April 27, 2011 | Edited by OCLC Bot | Added OCLC numbers. |
August 18, 2010 | Edited by IdentifierBot | added LibraryThing ID |
October 16, 2008 | Created by ImportBot | Imported from Talis record |