Video Games

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A01=Arthur Asa Berger
Action Adventure Computer Games
adventure
Adventure Video Game
Analyzing Video Games
Attention Deficit Disorders
Author_Arthur Asa Berger
Bio-psycho Social Perspective
Category=JBCC1
Cd Rom Technology
Christian Dior
croft
digital narrative theory
DVD Disk
Electronic Narratives
electronic storytelling research
eq_bestseller
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
Fairy Tales
fiction
Flashing Lights
game design evolution
gender representation in gaming
heroes
Independent Women
interactive
Interactive Fictions
Interactive Narratives
lara
PC Gamer
PlayStation II
popular
popular culture analysis
Popular Culture Phenomenon
Print Narratives
psychoanalytic media studies
raider
seeker
Seeker Heroes
Sega Dreamcast
tomb
Tomb Raider
video game cultural impact study
Video Game Phenomenon
Video Game Playing
Video Games
Weak Linearity

Product details

  • ISBN 9780765809131
  • Weight: 240g
  • Dimensions: 152 x 229mm
  • Publication Date: 30 Sep 2001
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: GB
  • Product Form: Paperback
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From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.

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