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.
Sider: 119
Kategori: Film- & Medievetenskap
e-ISBN: 9781351299947
Forsendelsesvægt: 1.2 kg
Sendes inden for: 1-2 dage
Betal nemt med kort, Klarna, Apple Pay eller Google Pay. Ikke tilfreds? Du har altid 14 dages fortrydelsesret. Læs mere i vores vilkår. Har du spørgsmål, så send os en mail på hello@memmo.org.
Memmo gør det nemmere at studere – uanset hvor du er i verden. Hos os samler du dine kursusbøger og smarte studieværktøjer ét sted: resuméer, quizzer, podcasts og flashcards. Og så er der Ted, din studieven, der svarer på alt, du undrer dig over. Over 50 000 studerende studerer allerede her – bygget til at hjælpe dig med at lære hurtigere og stresse mindre.
Du kan måske også lide
Køb bogen0