American Coin Machine Exposition
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American Coin Machine Exposition
Amusement Expo is an annual convention featuring and showcasing vendors, developers and businesses having to do with coin activated amusements such as video arcade machines, electro-mechanical games, ticket/redemption skill and chance games, and jukeboxes. The show is held annually in March at the Las Vegas Convention Center. History The history of the Amusement Expo can be traced back to March 1980 when '' Play Meter'' magazine founder, Ralph Lally established the industry's first spring trade show, the Amusement Operators Expo (AOE). The AOE ran for five years before merging with the Amusement Showcase International (ASI)–a spring trade show run by the American Amusement Machine Association An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade vi ... (AAMA) in 1986. The AOE-ASI merge ...
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Convention (meeting)
A convention, in the sense of a meeting, is a gathering of individuals who meet at an arranged place and time in order to discuss or engage in some common interest. The most common conventions are based upon industry, profession, and fandom. Trade conventions typically focus on a particular industry or industry segment, and feature keynote speakers, vendor displays, and other information and activities of interest to the event organizers and attendees. Professional conventions focus on issues of concern along with advancements related to the profession. Such conventions are generally organized by societies or communities dedicated to promotion of the topic of interest. Fan conventions usually feature displays, shows, and sales based on pop culture and guest celebrities. Science fiction conventions traditionally partake of the nature of both professional conventions and fan conventions, with the balance varying from one to another. Conventions also exist for various hobbies, ...
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Vendor
In a supply chain, a vendor, supplier, provider or a seller, is an enterprise that contributes goods or services. Generally, a supply chain vendor manufactures inventory/stock items and sells them to the next link in the chain. Today, these terms refer to a supplier of any goods or service. Description A vendor is a supply chain management term that means anyone can sell at events and provides goods or services of experience to another entity. Vendors may sell B2B (business-to-business; i.e., to other companies), B2C (business to consumers or Direct-to-consumer), or B2G (business to government). Some vendors manufacture inventoriable items and then sell those items to customers, while other vendors offer services or experiences. The term vendor and the term supplier are often used indifferently. The difference is that the vendors ''sells'' the goods or services while the supplier ''provides'' the goods or services. In most of business context, except retail, this difference has ...
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Coin
A coin is a small, flat (usually depending on the country or value), round piece of metal or plastic used primarily as a medium of exchange or legal tender. They are standardized in weight, and produced in large quantities at a mint in order to facilitate trade. They are most often issued by a government. Coins often have images, numerals, or text on them. ''Obverse'' and its opposite, ''reverse'', refer to the two flat faces of coins and medals. In this usage, ''obverse'' means the front face of the object and ''reverse'' means the back face. The obverse of a coin is commonly called ''heads'', because it often depicts the head of a prominent person, and the reverse ''tails''. Coins are usually made of metal or an alloy, or sometimes of man-made materials. They are usually disc shaped. Coins, made of valuable metal, are stored in large quantities as bullion coins. Other coins are used as money in everyday transactions, circulating alongside banknotes. Usually the highest va ...
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Video Arcade
An amusement arcade (often referred to as a video arcade, amusements or simply arcade) is a venue where people play arcade games, including arcade video games, pinball machines, electro-mechanical games, redemption games, merchandisers (such as claw cranes), or coin-operated billiards or air hockey tables. In some countries, some types of arcades are also legally permitted to provide gambling machines such as slot machines or ''pachinko'' machines. Games are usually housed in cabinets. The term used for ancestors of these venues in the beginning of the 20th century was penny arcades. Video games were introduced in amusement arcades in the late 1970s and were most popular during the golden age of arcade video games, the early 1980s. Arcades became popular with children and particularly adolescents, which led parents to be concerned that video game playing might cause them to skip school. History Penny arcade A penny arcade can be any type of venue for coin-operated devices ...
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Skill Game
A game of skill or game of wits is a game where the outcome is determined mainly by mental or physical skill, rather than chance. Alternatively, a game of chance is one where its outcome is strongly influenced by some randomizing device, such as dice, spinning tops, playing cards, roulette wheels, or numbered balls drawn from a container. While a game of chance may have some skill element to it, chance generally plays a greater role in determining its outcome. A game of skill may also have elements of chance, but skill plays a greater role in determining its outcome. Some commonly played games of skill include: collectible card games, contract bridge, backgammon and mahjong. However, most games of skill also involve a degree of chance, due to natural aspects of the environment, a randomizing device (such as dice, playing cards or a coin flip), or guessing due to incomplete information. Some games where skill is a component alongside gambling and strategy such as poker ...
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Chance Game
A game of chance is in contrast with a game of skill. It is a game whose outcome is strongly influenced by some randomizing device. Common devices used include dice, spinning tops, playing cards, roulette wheels, or numbered balls drawn from a container. A game of chance may be played as gambling if players wage money or anything of monetary value. Alternatively, a game of skill is one in which the outcome is determined mainly by mental or physical skill, rather than chance. While a game of chance may have some skill element to it, chance generally plays a greater role in determining its outcome. A game of skill may also may have elements of chance, but skill plays a greater role in determining its outcome. Gambling is known in nearly all human societies, even though many have passed laws restricting it. Early people used the knucklebones of sheep as dice. Some people develop a psychological addiction to gambling, and will risk even food and shelter to continue. Some ...
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Jukebox
A jukebox is a partially automated music-playing device, usually a coin-operated machine, that will play a patron's selection from self-contained media. The classic jukebox has buttons, with letters and numbers on them, which are used to select a specific record. Some may use compact discs instead. Disc changers are similar devices that are intended for home use, are small enough to fit in a shelf, may hold up to hundreds of discs, and allow discs to be easily removed, replaced, and inserted by the user. History Coin-operated music boxes and player pianos were the first forms of automated coin-operated musical devices. These devices used paper rolls, metal disks, or metal cylinders to play a musical selection on an actual instrument, or on several actual instruments, enclosed within the device. In the 1890s, these devices were joined by machines which used recordings instead of actual physical instruments. In 1889, Louis Glass and William S. Arnold invented the nickel-in-th ...
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Las Vegas Convention Center
The Las Vegas Convention Center (commonly referred to as LVCC) is a convention center in Winchester, Nevada. It is owned and operated by the Las Vegas Convention and Visitors Authority. As one of the largest convention centers in the world, it has of exhibit space and hosts shows with an estimated 200,000 participants. The Conexpo-Con/Agg construction trade show in 2008 used the most space, . The LVCC is adjacent to the Westgate Las Vegas Resort & Casino and the Renaissance Las Vegas Hotel and is accessible from the Las Vegas Monorail at the Convention Center station. At the end of 2010, the entire Las Vegas Valley had more than of exhibit space. History In the 1950s, the Las Vegas city and county leaders recognized the need for a convention facility. The initial goal was to increase the occupancy rates of hotels during low tourist months. Leaders chose a site one block east of the Las Vegas Strip at the site of the Las Vegas Park Speedway, a failed horse and automobile ra ...
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Play Meter
''Play Meter'' (initially ''Coin Industry Play Meter'') was an American trade magazine focusing on the coin-op amusement arcade industry, including jukebox and arcade game machines. It was founded in December 1974 by publisher and editor Ralph C. Lally II and it is published in physical form by Skybird Publishing on a monthly basis. Together with rival publication ''RePlay'' (founded 1975) it chronicled the arcade industry from its nascency, through market fluctuations like the video game crashes of 1977 and 1983, and the rebirth and maturation of the medium through the 1980s. It is the earliest example of video game journalism, establishing such practices as individual video game reviews and the ten-point assessment scale for video game reviews. ''Play Meter'' served as the parent organization of the first coin-op-oriented spring trade show (forerunner to North America's annual Amusement Expo). It published several bi-monthly and annual special issues throughout its history and ...
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American Amusement Machine Association
An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade video games, Pinball machines, electro-mechanical games, redemption games or merchandisers. Types Broadly, arcade games are nearly always considered games of skill, with only some elements of games of chance. Games that are solely games of chance, like slot machines and pachinko, often are categorized legally as gambling devices and, due to restrictions, may not be made available to minors or without appropriate oversight in many jurisdictions. Arcade video games Arcade video games were first introduced in the early 1970s, with ''Pong'' as the first commercially successful game. Arcade video games use electronic or computerized circuitry to take input from the player and translate that to an electronic display such as a monitor or televi ...
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Next Generation (magazine)
''Next Generation'' was a video game magazine that was published by Imagine Media (now Future US). It was affiliated to and shared editorial with the UK's ''Edge'' magazine. ''Next Generation'' ran from January 1995 until January 2002. It was published by Jonathan Simpson-Bint and edited by Neil West. Other editors included Chris Charla, Tom Russo, and Blake Fischer. ''Next Generation'' initially covered the 32-bit consoles including 3DO, Atari Jaguar, and the then-still unreleased Sony PlayStation and Sega Saturn. Unlike competitors ''GamePro'' and ''Electronic Gaming Monthly'', the magazine was directed towards a different readership by focusing on the industry itself rather than individual games. Publication history The magazine was first published by GP Publications up until May 1995 when the publisher rebranded as Imagine Media. In September 1999, ''Next Generation'' was redesigned, its cover name shortened to simply ''NextGen''. This would start what was known as "Lif ...
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Imagine Media
Future US, Inc. (formerly known as Imagine Media and The Future Network USA) is an American media corporation specializing in targeted magazines and websites in the video games, music, and technology markets. Headquartered in New York City, the corporation has offices in: Alexandria, Virginia; Minneapolis, Minnesota; and Washington, D.C. Future US is owned by parent company, Future plc, a specialist media company based in Bath, Somerset, England. History The company was established when Future plc acquired struggling Greensboro ( N.C.) video game magazine publisher GP Publications, publisher of ''Game Players'' magazine, in 1994. The company launched a number of titles including ''PC Gamer'', and relocated from North Carolina to the San Francisco Bay Area, occupying various properties in Burlingame and South San Francisco. When Chris Anderson, the founder of Future plc, sold Future to Pearson plc he retained GP, renamed Imagine Media, Inc. in June 1995, and operated it as ...
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