| Trigger Happy : Videogames and the Entertainment Revolution |  | Author: Steven Poole Publisher: Arcade Publishing Category: Book
List Price: $25.95 Buy New: $19.51 as of 2/8/2012 07:49 MST details You Save: $6.44 (25%)
New (10) Used (28) Collectible (1) from $1.12
Seller: CE_BOOKHOUSE Sales Rank: 1,110,094
Languages: English (Unknown), English (Original Language), English (Published) Media: Hardcover Pages: 256 Number Of Items: 1 Shipping Weight (lbs): 1.2 Dimensions (in): 9.6 x 6.4 x 1
ISBN: 1559705396 EAN: 9781559705394 ASIN: 1559705396
Publication Date: September 29, 2000 Availability: Usually ships in 1-2 business days
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Product Description Videogames first came on the market thirty years ago as a marginal technological curiosity. Now they are virtually everywhere. Videogame sales have equaled movie sales. They are played by more adults than children, and game design can even be studied in college. Yet videogames are still often viewed as a minor form of entertainment, at best shallow, or at worst harmful. Now, Steven Poole argues that videogames are a nascent art for on track to supersede movies as the most popular and innovative form of entertainment in the new century.
Amazon.com Review Steven Poole's substantial examination of the world inside your console combines an exhaustive history of the games industry with a subtle look at what makes certain kinds of games more engaging than others. For example, what works in which genres--the RPG (role-playing game) versus the god game--and the relationship of video games to other forms of media. A writer and composer, Poole makes the case that video games--like films and popular music--deserve serious critical treatment: "The inner life of video games--how they work--is bound up with the inner life of the player. And the player's response to a well-designed video game is in part the same sort of response he or she has to a film, or to a painting: it is an aesthetic one." Trigger Happy is packed with references not just to games and game history but also to writers and theorists who may never have played a video game in their lives, from Adorno and Benjamin to Plato. At times this approach verges on the pedantic, dwelling at length on points that will seem obvious to serious gamers ("We don't want absolutely real situations in video games. We can get that at home"; "The fighting game, like fighting itself, will always be popular"). Nonetheless, Poole's book may be favored bedside reading for both the keen gamer and the armchair philosopher looking to understand this cultural phenomenon. --Liz Bailey, Amazon.co.uk
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