We like to think that we know what we like; whether it’s purchasing that new bit of kit or judging what an app is really worth, our steadfast values and judgements act as our consistent guide.
Yet a passage from Mark Twain’s novel, ‘Tom Sawyer’[1], famously challenged this notion. In the novel, Tom was given the unenviable task of white washing his aunt’s fence, a task he detested. To add embarrassment to his misery, he also knew that his friends would be passing by at some point. However, when his friends came round the corner they saw him throwing himself into the task with alacrity, presenting the task as though a once in a lifetime opportunity. And sure enough, they all joined in, enjoying the task and completing Tom’s task for him.


It is a well-known reality that the popularity of the amusement arcade is in decline. The release of 3D TV, augmented reality, motion sensing and online gaming, to name a few, have taken the in-home gaming experience beyond comprehension, whilst the current economic climate has left gamers unable to cope with arcades’ rising costs. However, perhaps the innovations in technology and the economic climate are not the only reasons for the demise of these venues; perhaps this could also be saying something about the shift in our culture of gaming? Let us take a step back and consider some of the factors.