Printer Friendly

POPULAR CULTURE CONFERENCE TO EXPLORE AMERICA'S CAPTIVATION WITH VIDEO GAMES

 POPULAR CULTURE CONFERENCE TO EXPLORE AMERICA'S
 CAPTIVATION WITH VIDEO GAMES
 LOUISVILLE, Ky., March 12 /PRNewswire/ -- As part of the 22nd Annual Popular Culture Association Conference, Nintendo of America Inc. will underwrite a first-ever symposium on video games in American popular culture, Nintendo said today. The Conference on Video Games in American Popular Culture, scheduled for March 20 and 21, will serve as a forum for researchers and academicians to discuss their views and to present ground-breaking research on the impact video games have on both their players and our creas," commented Dr. Christopher Geist, popular culture professor at Bowling Green State University and Video Games Conference organizer. "These games have become an integral part of the fabric of American life, changing the way we think, the way we learn and the way we see the future. That is why we felt it was important to study them here," he explained.
 Conference participants will be greeted at a welcoming session on Friday, March 20, by a 3-D, virtual reality representation of Mario, a favorite Nintendo video game character. Subsequent sessions and panel discussions will explore a wide range of topics, including video games as medical and psychological therapy; the role of video games in international cultures; video games and learning skills; and video games and physical fitness.
 Both presenters and conference attendees will also have a chance to try their hands at the newest in video game hardware and software including the 16-bit Super Nintendo Entertainment System and the Game Boy portable video game system.
 "Video games are among the most compelling of recent technological innovations," said Minoru Arakawa, president of Nintendo of America. "Striving for a better understanding of the phenomenon of video games in our society through expert research and dialogue gives us invaluable insight into what role they might play in our society in the future," he added.
 Nintendo has long taken a leadership role in exploring the potential of video games beyond entertainment. In addition to organizing the Video Games in American Popular Culture Conference, the company has donated $3 million to MIT to fund video game research on learning and play. It also frequently provides researchers and academics with products to aid them in carrying out their studies.
 Nintendo estimates that just over 50 million Nintendo video game systems will be in play in the United States by the end of 1992. Currently, one in three homes has a Nintendo video game system.
 The Nintendo Conference on Video Games in American Popular Culture is scheduled for March 20 and 21 at the Galt House, East, North
141 Fourth Street in Louisville, Ky. It is set within the larger parameters of The Popular Culture Conference, which is scheduled from March 18-21, and which will examine a colorful array of American cultural elements in addition to video games.
 The Popular Culture Association is an organization dedicated to the study of cultural elements, both artistic and commercial, designed for mass-consumption and which reflects values supported by American and world society.
 Nintendo of America Inc. sells personal, home and arcade video games in the United States. The Redmond, Wash.-based company is headquarters for the company's marketing operations in North America, and is a subsidiary of the world's largest manufacturer and marketer of video games, Nintendo Co. Ltd.
 NINTENDO CONFERENCE ON VIDEO GAMES IN AMERICAN POPULAR CULTURE
 Friday, March 20
 Galt House, East/Governors Room
 - 8:30 a.m. Welcoming Session
 Aspects of Video Game Preference and Spatial Skills
 Development
 - 10:30 a.m. How Children Play Video Games
 - 12:30 p.m. Physiological Aspects of Video Game Play
 - 2:30 p.m. Aspects of Social Behavior and Psychology of Video
 Game Play
 - 4:30 p.m. Meet the Video Game Creators
 - 7 p.m. Play the Games
 Saturday, March 21
 Galt House, East/Governors Room
 - 8:30 a.m. Aspects of Violence and Cooperation in Video Game
 Play
 - 10:30 a.m. International and Economic Aspects of Video Game
 Play
 - 12:30 p.m. Panel Discussion on Physiological Aspects of Video
 Game Play
 - 2:30 p.m. Goals and Direction in Video Game Research
 -0- 3/12/92
 NOTE: Each of the above sessions will be broken down into several different presentations, covering a variety of subjects.
 /CONTACT: Karen Peck of Hill and Knowlton, 206-682-6944, for Nintendo of America/ CO: Nintendo of American Inc. ST: Washington, Kentucky IN: CPR SU:


LM-SC -- SE003 -- 7496 03/12/92 14:02 EST
COPYRIGHT 1992 PR Newswire Association LLC
No portion of this article can be reproduced without the express written permission from the copyright holder.
Copyright 1992 Gale, Cengage Learning. All rights reserved.

Article Details
Printer friendly Cite/link Email Feedback
Publication:PR Newswire
Date:Mar 12, 1992
Words:740
Previous Article:BOEING COMPLETES PURCHASE OF GLASGOW AIR FORCE BASE
Next Article:FIFTH DIMENSION REPORTS RESULTS
Topics:


Related Articles
TIME WARNER INTERACTIVE'S 'PRIMAL RAGE(TM)' LICENSING IS RED HOT
Recording Artists Beat to Nintendo's Drum at the MTV Video Music Awards In Miami; - VIPs Get Exclusive Treatment as First to Play Donkey Konga -.
Nintendo's Game Boy Micro Projects a Dynamic New Image.
Video Game Industry Goes to the Dogs - Literally.
Nintendo Announces Executive Promotion.
Metroid Prime Pinball: Pickin' Up Good Vibrations on Oct. 24.
Old Favorite Nintendo Is New Again With Retro-Styled Game Boy Micro.
Nintendo's New Super Mario Strikers Kicks Some Serious Grass.
Nintendo's Hand-Held Systems Buck the Holiday Trend.
Games are getting serious.

Terms of use | Copyright © 2016 Farlex, Inc. | Feedback | For webmasters