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 113
... illusion of movement in the abstract , static image , Battlezone has partly representational ambitions ( that is a tank , that is a flying saucer ) , and produces an illusion of movement by stringing together simple static images at ...
... illusion of movement in the abstract , static image , Battlezone has partly representational ambitions ( that is a tank , that is a flying saucer ) , and produces an illusion of movement by stringing together simple static images at ...
Page 118
... illusion of movement . But fly far enough in one direction and the player approaches the original starting point , from the oppo- site direction . Horizontally , then , the play area is finite but un- bounded . Videogames had , with ...
... illusion of movement . But fly far enough in one direction and the player approaches the original starting point , from the oppo- site direction . Horizontally , then , the play area is finite but un- bounded . Videogames had , with ...
Page 215
... illusion . With a moving point of view such as a videogame provides , designers would need to write very clever algo- rithms to adjust the illusion according to every movement of the player so that the house of cards did not fall . This ...
... illusion . With a moving point of view such as a videogame provides , designers would need to write very clever algo- rithms to adjust the illusion according to every movement of the player so that the house of cards did not fall . This ...
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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