Trigger Happy: Videogames and the Entertainment RevolutionThe Edge calls "Trigger Happy" a "seminal piece of work". For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century. |
From inside the book
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Page 47
... angle of incidence equals angle of reflection . " Approach a stationary bat at an angle of forty - five degrees 47 UNREAL CITIES.
... angle of incidence equals angle of reflection . " Approach a stationary bat at an angle of forty - five degrees 47 UNREAL CITIES.
Page 48
Videogames and the Entertainment Revolution Steven Poole. stationary bat at an angle of forty - five degrees , and you'll leave it at the same angle . Elementary stuff . Similarly , Asteroids enjoyed a smat- tering of physics modeling in ...
Videogames and the Entertainment Revolution Steven Poole. stationary bat at an angle of forty - five degrees , and you'll leave it at the same angle . Elementary stuff . Similarly , Asteroids enjoyed a smat- tering of physics modeling in ...
Page 130
... angle than object A has a correspondingly larger plane projection . This is com- mon artistic sense : it looks bigger , so you draw it bigger . But there are certain cases where view angle and plane projection do not tally . The ...
... angle than object A has a correspondingly larger plane projection . This is com- mon artistic sense : it looks bigger , so you draw it bigger . But there are certain cases where view angle and plane projection do not tally . The ...
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action actually aesthetic alien angle animated arcade game balls Battlezone beat-'em-up camera cartoon challenge cinema complex console Crash Crash Bandicoot Dreamcast driving game enemy environment example exploration games fact Fantasy film fire first-person shooter G-Police game's gameplay gamers gameworld genre God games going graphics human iconic imagination instance invented Japan Japanese kill Lara Croft Lara's laser look machine Mario meanwhile Metal Gear Solid modern videogames move movement movie Nintendo Pac-Man Pachinko perspective physical pixels platform game player player's character playing videogames PlayStation PlayStation2 pleasure polygons Pong power-up racing game Resident Evil screen semiotic Shigeru Miyamoto shoot shoot-'em-up simple simulation Sony Sony's Space Invaders story symbolic Tekken television thing tion Tomb Raider Tomb Raider III videogame videogame character videogame designers viewpoint virtual visual wireframe women Zelda 64