Part two of Allard's dream came in the form of the 1992 novel by then little-known visionary author and journalist Neal Stephenson. To unite the world, Allard's dream box would have to connect the world. Its message: People unite through play.īut it was limited, this machine. It was a ludicrous and obnoxious marketing vision and it sold those plastic-and-wood-grain machines by the truckload. In it, entire families huddle around a plastic-and-wood-grain machine, playing versions of popular arcade games, cheering, laughing and stopping to stare in awe. The dream started with an early 1980s television commercial for the Atari 2600. In young computer scientist J Allard's dream, this box would change the world. Part sci-fi, part nostalgia, this box would unite people from around the world and provide a platform for entertainment that would drive the future.
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