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SUPER NINTENDO de Keza MacDonald

The first major cultural history of the biggest form of entertainment on the planet– video games – by the world’s pre-eminent video games journalist, with unique never-before-granted access to Nintendo HQ.

SUPER NINTENDO:
How One Innovative Japanese Company Helped the World Have Fun
by Keza MacDonald
Faber, summer 2025
(via Randle Editorial & Literary)

Whether it’s Mario or Animal Crossing; Tetris on the Game Boy or The Legend of Zelda on the Switch; almost everybody who’s ever held a controller has been touched by a Nintendo game.

For most of its 130-year history, Nintendo, the Kyoto-based entertainment giant, made playing cards. But in 1981, after a few years experimenting in the burgeoning world of electronic toys, it created an arcade game called Donkey Kong. Since then, Nintendo has delighted hundreds of millions of people all over the world with their fizzily creative, brilliantly weird, and enormously fun video games, that issue forth from its secretive Japanese headquarters.

Nintendo is now as ubiquitous and culturally relevant as Marvel, Apple or Disney. Like Disney, it has become a cross-generational treasure, as the kids who were captivated by Super Mario Bros on the SNES now play Nintendo classics with their own children, and proud parents who once doodled pictures of Pikachu on their class notebooks chaperone their offspring to the Pokémon World Championships.

A lot has changed since 1981, but kids still know who Mario is.

Using Nintendo’s most iconic and recognisable games (alongside a smattering of fascinating but less-well-known ones) as a way in, SUPER NINTENDO will tell both a cultural history of video games and posit a narrative about how fun is our primary desire when we consume media.

Taking readers through Nintendo’s history – as so through the history of the medium itself – it will tell the stories of some of the millions of people whose lives have been touched not only by Nintendo games, but gaming more generally: from real-life Pokémon masters to video game developers, parents of autistic children to ordinary players on the sofa, the bus, or the school playground.

Using the story of Nintendo, and its games, to examine how and why the world has moved toward video games as its pre-eminent form of fun, SUPER NINTENDO is the first book to truly examine the dominant cultural medium of the 21st century.

Keza MacDonald played her first Nintendo game at the age of 6; when she was 11, her dream was to go to the Pokémon World Championships. (She finally achieved this aged 25. It was magical.) She is the Video Games Editor at The Guardian, and was previously UK Editor of IGN and Kotaku, two of the biggest specialist games websites in the world, read by over 100 million unique users. She lives in Glasgow, Scotland, with her husband and two sons.