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I. Automatic Vaudeville

Why Coin-op?

Salesman showing off the latest game offerings in an arcade showroom of The Exhibit Supply Co. (1949).

Coin-operated amusement devices represent a unique intersection of entertainment, technology and commerce that has shaped public recreation for over a century. These machines, designed to provide entertainment in exchange for payment, range from simple mechanical attractions to complex electronic games. While they have a surprisingly long history that dates back thousands of years, by the close of the 19th century, coin-operated amusements would have been almost impossible to ignore. With the emergence of moving images and recorded sound, the self-service coin machine proved an ideal platform for showcasing these new technologies to a curious public.

“Any sufficiently advanced technology is indistinguishable from magic.”

ARTHUR C. CLARKE

Location-based entertainment continues to give us glimpses into the future.

This tradition of using coin-operated machines as a testing ground for emerging technologies continues to the present day. From the early arcade games that familiarized the public with computer interfaces to modern virtual reality installations, coin-op remains an effective "first contact" between emerging technologies and mass audiences. The pay-per-play model allows people to experiment with cutting-edge innovations without significant financial investment, while the social nature of arcade spaces creates an environment where technological barriers feel less intimidating.

Though we’re more likely to swipe cards than drop quarters these days, the term "coin-op" still remains synonymous with accessible entertainment and technological novelty. These machines continue to offer what they always have: an affordable entry point to experience something new, whether that's in a modern arcade, a retro gaming bar, or wherever the next generation of pay-to-play innovation appears.

  • "So the arcade business, at its heart, it's about novelty... I'm going to this magical place that crazy things happen. Show me some crazy, you know?"

    EUGENE JARVIS

  • "all of the artwork, all of the gameplay, everything that is made to attract someone off the street, has to happen in that space. You're not building up the anticipation through marketing. It's all happening right there at the game itself."

    JEREMY SAUCIER

  • "for a lot of people, the first computer they ever touched was probably an arcade game."

    CARLY KOCUREK

  • "Arcades are really a Trojan horse for technological adoption."

    WYATT BUSHNELL

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