
Alan Meades, "Arcade Britannia: A Social History of the British Amusement Arcade" (MIT Press, 2022)
02/18/23 • 55 min
The story of the British amusement arcade from the 1800s to the present.
Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline.
Arcade Britannia: A Social History of the British Amusement Arcade (MIT Press, 2022) highlights the differences between British and North American arcades, especially in terms of the complex relationship between gambling and amusements. He also underlines Britain’s role in introducing coin-operated technologies into Europe, as well as the industry’s close links to America and, especially, Japan. He shows how the British arcade is a product of centuries of public play, gambling, entrepreneurship, and mechanization. Examining the arcade’s history through technological, social, cultural, biographic, and legislative perspectives, he describes a pendulum shift between control and liberalization, as well as the continued efforts of concerned moralists to limit and regulate public play.
Finally, he recounts the impact on the industry of legislative challenges that included vicious taxation, questions of whether copyright law applied to video-game code, and the peculiar moment when every arcade game in Britain was considered a cinema.
Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok.
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The story of the British amusement arcade from the 1800s to the present.
Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline.
Arcade Britannia: A Social History of the British Amusement Arcade (MIT Press, 2022) highlights the differences between British and North American arcades, especially in terms of the complex relationship between gambling and amusements. He also underlines Britain’s role in introducing coin-operated technologies into Europe, as well as the industry’s close links to America and, especially, Japan. He shows how the British arcade is a product of centuries of public play, gambling, entrepreneurship, and mechanization. Examining the arcade’s history through technological, social, cultural, biographic, and legislative perspectives, he describes a pendulum shift between control and liberalization, as well as the continued efforts of concerned moralists to limit and regulate public play.
Finally, he recounts the impact on the industry of legislative challenges that included vicious taxation, questions of whether copyright law applied to video-game code, and the peculiar moment when every arcade game in Britain was considered a cinema.
Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok.
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John Peters and Don Wells, "Canadian Labour Policy and Politics" (UBC Press, 2022)
For many, the COVID-19 pandemic has awakened them to the dangers attendant to a lot of the working conditions in society today—for others, it has made what they already knew to be the dangers of their workplaces and of a tattered social safety net all the more perilous. In Canadian Labour Policy and Politics (UBC Press, 2022) co-editors John Peters and Don Wells bring together a number of field-leading scholars in Canadian Labour Studies to situate the social abandonment of workers in both its longue durée and in its most acute contemporary manifestations. Most importantly, though, they also highlight the growing capacities of community unionism, as a strategy for building worker power across the multiple intersections of race, gender, nationality, (dis)ability, in order to challenge corporate power and build democratic alternatives. I sit down with co-editor Don Wells to discuss this rich and deeply accessible text.
Phil Henderson is a SSHRC Postdoctoral Research Fellow at Carleton University’s Institute of Political Economy where his research interests focus on the interrelations between Indigenous land/water defenders and organized labour in what’s presently known as Canada. More information can be found at his personal website.
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Jacob Birken, "Video Games: Digital Image Cultures" (Verlag Klaus Wagenbach, 2022)
Let's plays are among the most popular genres on YouTube. The visual worlds of video games shape the worldviews of millions. Gaming is a hobby and a mass spectacle.
For a long time, the history of video games was primarily one of technical progress: from pixelated figures in 2D to increasingly convincing illusions of reality in games like Control. At the same time, independent game worlds emerge, such as in the expressionist dystopia Disco Elysium.
In Video Games: Digital Image Cultures (Videospiele: Digitale Bildkulturen), Jacob Birken vividly analyzes the different types and generations of games, provides insights into the interaction of hardware and software, and shows how newer video games stylistically reference the past of their own medium. But does this also revive the unfulfilled promises of the future of the information society?
Jacob Birken writes and researches on the history, aesthetics, and theory of media technologies. In 2018, he published "The California Institution" on the 1906 San Francisco earthquake. He currently works at the UAS Düsseldorf and the University of Cologne.
Rudolf Inderst is a professor of Game Design with a focus on Digital Game Studies at the IU International University of Applied Science, editor of “Game Studies Watchlist”, a weekly messenger newsletter about Game Culture and curator of @gamestudies at tiktok.
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