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 143
... women who are interested in videogames have no- tably different preferences than the men . When asked to rank their favorite titles , more than three times as many women as men nomi- nated the Pokémon ( “ Pocket Monster " ) series ...
... women who are interested in videogames have no- tably different preferences than the men . When asked to rank their favorite titles , more than three times as many women as men nomi- nated the Pokémon ( “ Pocket Monster " ) series ...
Page 144
... women at all ) . One must be wary about easy inferences from such results : you could argue that women prefer nurturing - style games rather than violent ones , but there is a highly vocal " Game Grrlz " movement in America that proves ...
... women at all ) . One must be wary about easy inferences from such results : you could argue that women prefer nurturing - style games rather than violent ones , but there is a highly vocal " Game Grrlz " movement in America that proves ...
Page 145
... women's fic- tion , " written by women , sells more to women than to men . Yet even here it is impossible to factor out the undoubtedly huge effect of marketing - " women's fiction " is targeted at women ; " men's videogames " are ...
... women's fic- tion , " written by women , sells more to women than to men . Yet even here it is impossible to factor out the undoubtedly huge effect of marketing - " women's fiction " is targeted at women ; " men's videogames " are ...
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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