Monday, 5 March 2012

Notes from The History and Culture of Video Games (Game On) Edited by Lucien King

King Lucien, (2002), The History and Culture of Video Games (Game On), London, Laurence King Publishing LTD

1. Violence and the Political Life of Video Games by Clive Thompson

  • 'But here's the rub: Grossman argues that video games are thus equally dangerous. Arcade and console titles like the House of the Dead or Time Crisis series, with their plastic gun pointers, are eerily exact replicas of the FATS trainers.' (Thompson, 2002: 22)
  • Thompson describes games as 'having one political face, one major social issue: violence
  • anti- gaming 'family values'
  • game designers and publishers as a 'naked market' torridly intense titles to children below 17
  • brain wash or harmless fantasy?
  • 27 - image: Half Life, (2002)
  • 'Violence is seen as an out shoot of a specially unprepared child (or adult, for that matter) encountering the messy grey areas of a real world for which they have no training' (Thompson, 2002: 28)
2. I Love my Video Games by Gautam Narang

  • 'These days we are all game - obsessed there are games on mobile phones, on nearly everything with a screen, and we just like to be players. Games are an escape to me. They take my mind off things...' (Narang, 2002: 33)

6. My story: Girls Playing Games

  • women were attracted to some game genres for the excitement and take their mind away from doing nothing
  • appeal for cuter characters such as Mario and Yoshi
9. Character Forming by Steven Poole

  • a character in a person's control, what they dream to become, they inspire to be
  • Pac man - recognisable eating thing but shape is like able
  • Japan video games have strong aesthetic and commercial links with Manga and Anime, have peculiar style of character - drawing
  • Pg 80 'cute' character examples

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