{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,1]],"date-time":"2026-05-01T14:28:09Z","timestamp":1777645689392,"version":"3.51.4"},"reference-count":50,"publisher":"SAGE Publications","issue":"2","license":[{"start":{"date-parts":[[2016,5,22]],"date-time":"2016-05-22T00:00:00Z","timestamp":1463875200000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["Games and Culture"],"published-print":{"date-parts":[[2017,3]]},"abstract":"<jats:p>This article recovers the popular imaginaries surrounding an obsolete video game platform, the Neo Geo Advanced Entertainment System (AES), through a thematic discourse analysis of British and North American gaming magazines from the 1990s. Released in Japan in 1990, the Neo Geo AES was marketed as a home video game system capable of bridging the gap between the public space of the gaming arcade and the domestic environment of the home. \u201cImaginaries\u201d in this context refer to the dreams and fantasies that accompanied the Neo Geo AES\u2019s negotiation of arcade and home spaces as well as the discourses, images, ideas, and beliefs that helped mold its identity as a cultural object. Gaming magazines, I argue, help articulate how the system\u2019s failure was tied to its unsuccessful navigation of cultural tensions during a period when gaming culture underwent a rapid relocation from the arcade to the home.<\/jats:p>","DOI":"10.1177\/1555412015590048","type":"journal-article","created":{"date-parts":[[2015,6,9]],"date-time":"2015-06-09T21:05:03Z","timestamp":1433883903000},"page":"200-221","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":7,"title":["Bridging the Gap"],"prefix":"10.1177","volume":"12","author":[{"given":"Benjamin","family":"Nicoll","sequence":"first","affiliation":[{"name":"The University of Melbourne, Melbourne, Victoria, Australia"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"179","published-online":{"date-parts":[[2016,5,22]]},"reference":[{"key":"bibr1-1555412015590048","volume-title":"Imagined communities: Reflections on the origin and spread of nationalism","author":"Anderson B.","year":"1991","edition":"2"},{"key":"bibr2-1555412015590048","volume-title":"The arcades project","author":"Benjamin W.","year":"1999"},{"key":"bibr37-1555412015590048","unstructured":"Bieniek C. (1993a, 3). Fatal Fury 2. Video Games & Computer Entertainment, (p. 43). Retrieved from: http:\/\/www.videogameobsession.com\/neogeo\/articles\/Review_Videogames0393-FatalFury_2.jpg"},{"key":"bibr38-1555412015590048","unstructured":"Bieniek C. (1993b, 7). 3 Count Bout. Video Games & Computer Entertainment, (p. 58). Retrieved from: http:\/\/www.videogameobsession.com\/neogeo\/articles\/Review_Videogames0793-3countbout.jpg"},{"key":"bibr3-1555412015590048","doi-asserted-by":"publisher","DOI":"10.1017\/CBO9780511812507"},{"key":"bibr50-1555412015590048","unstructured":"Brave New World. (1990, 5). Computer and Video Games, (pp. 8\u20139). 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