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Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000). Outline Intro: Impact/prevalence History Genre Videogames and Film Narrativity Refractions of Reality in Videogames Play The Symbolic Realm: A Case Study Discussion. “They’re here…”. Demographics. - PowerPoint PPT Presentation
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trigger happy * sunny yoon and anthony saunders Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)
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Page 1: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

trigger happy * sunny yoon and anthony saunders

Trigger Happy:Videogames and the

Entertainment Revolution

Stephen Poole (2000)

Page 2: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

trigger happy * sunny yoon and anthony saunders

Outline

• Intro: Impact/prevalence• History• Genre• Videogames and Film• Narrativity• Refractions of Reality in Videogames• Play• The Symbolic Realm: A Case Study• Discussion

Page 3: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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“They’re here…”

Page 4: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Demographics

• 61% of U.S. videogame players are 18+

• 42% U.S. computer game players 35+

- interactive digital software association’s video and pc games industry trends survey, 2000

Page 5: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Videogames are America’s

favorite leisure activity.

Page 6: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Videogames were named the favorite form of

entertainment by Americans.

• 2x TV• 3x Cinema • 3x Books • 6x Rental movies

- Interactive Digital Software Association’s Video and PC Games Industry Trends Survey, 2000

Page 7: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Money Talks

• Movies: $7.3 billion box office receipts

• Videogames: $8.9 billion

– Wall Street Journal, April 28, 2000

Page 8: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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who do you know?

QuickTime™ and aTIFF (Uncompressed) decompressorare needed to see this picture.

Page 9: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

trigger happy * sunny yoon and anthony saunders

who do you know?

QuickTime™ and aTIFF (Uncompressed) decompressorare needed to see this picture.

Page 10: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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who do you know?

By 1990, more children recognized mario than they did mickey mouse.

- Stephen Poole, Trigger Happy (2000).

Page 11: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Genres of Games

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Platform Games

Super Mario Bros 3

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Exploration GamesThe Legend of Zelda: Ocarina of Time

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Beat-em up: Fighting Games

Virtua Fighter 4

Page 15: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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God Game

Sim City

Page 16: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Strategy Games

Final Fantasy Tactics Advance

Page 17: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Sports Games

Virtua Tennis

Page 18: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Role Playing Games

Chrono Trigger

Page 19: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Puzzle Game

Super Puzzle Fighter 2 Turbo

Page 20: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Film and Videogames

Page 21: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Full-Motion Video Sequences (FMV’s)

• Linear narrative sequences interspersing interactive, action oriented segments

• Meta narrative

Page 22: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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• incorporate diachronic visuals and audio

• advanced sound technologies are used to increase "realism”

• ‘framed’ visuals

• "auteurs" - powerful directors who control the creative process: Shigeru Miyamoto vs Stanley Kubrick

Similarities

Page 23: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Differences

• non-linearity• explorable environments• interactivity between player and music: music can alert player and also react to player’s actions

• spectator “is” protagonist• current slot of plot can’t refer to past

• control• emotional/character development

Page 24: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Good movies about games

• Disney's Tron - a movie about the secret life of games.

• Wargames - a teen hacker looking to play some games almost starts world war 3.

• eXistenZ - exploration of virtual reality & multiplayer role playing games

Page 25: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Failure of translation from video games to

film:

• Street Fighter: The Movie

• Super Mario Brothers

• House of the Dead

Page 26: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Constructing realities: camera shots

• 2d full-screen:‘god-like objectivity’

• Player-centered cams

• Player-controlled cams,‘creates on-screen world rather than recording’

Page 27: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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constructing realities: types of player-centered

cams• follow cam: behind, slightly above

– flying/driving games

• chase cam: lower view

• cockpit cam: shows virtual controls

• aerial cams: helicopter view

• shoulder cams: behind, lower shoulder view (Tomb Raider)

Page 28: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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A "cinematic" game: Silent Hill

• Most cinematic element: pre-rendered video, rather than a part of the actual game.

• The only real cinematic aspect of the real game is it's incredible atmosphere.

Page 29: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Reflections vs. Refractions

• Death-health: binary vs. sliding scale– power-ups– extra lives

• videogame logic in causality, function, space

• Real vs. Virtual: the difference is an explicit, intentional one

• Physical interaction: physical feedback (shaking joysticks) and physically interactive games like DDR

Page 30: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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The Story

Page 31: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Let there be light…

• The backstory as creation myth

– Identity

– Rationale

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Possible Worlds: Choose Your Own

Adventure

Interactive narrativity

•Delimited options

•Choices available at certain narrative junctures

Page 33: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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– Linear narratives allow for building of plot, based upon past actions

– Interactive narratives are amnesiac

Memory: videogames and interactive narratives

Page 34: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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navigation: beyond the

canvas

Page 35: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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wandering beyond the canvas

• Looping scenery

• Scrolling

• Parallax scrolling

• Isometric scrolling

Page 36: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Homo Ludens

Page 37: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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To play is human• X-ray machines as carnival entertainment

• Mutoscope: handcranked cinema

Page 38: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Taming modernity: work station to PlayStation• Play as an intrinsic means of constructing culture

• Segregation of play results in an “anomic and impoverished world” (Johann Huizinga, 1938)

• Videogames are a means to coopting play, shift from passive to active entertainment

Page 39: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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The symbol and the symbolized

Page 40: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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I am what I eat

“A jaundiced figure floats across the screen. He is constantly searching for things to eat. We are looking at a neo-Marxist parable of late capitalism. With his obsessively gaping maw, he clearly wants only one thing; to feel whole, at peace with himself. He perhaps surmises that if he eats enough -- in other words buys enough industrially produced goods – he will attain this state of perfect selfhood, perfect roundnesss. But it can never happen. He is doomed forever to metaphysical emptiness. it is a tragic fable in primary colors.”

Page 41: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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“Neo-Marxist parable of late capitalism”?

Page 42: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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The lexicon• Symbol: representation• Icon: mimetic representation• Index: contextualized represenation

• Floating signifier: meaning consists entirely of change in rest of the signs

Page 43: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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The Language• Pac-man the symbol (represents consumption), the icon (looks like mouth)

• Toru Iwatani: his “form simply repsresents the personification of eating” -- a partially eaten pizza

Page 44: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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The Language• Dots: pure symbols - things to be consumed

• Ghosts: symbolic, iconic and index (eyes)

• Blobs– floating signifiers - meaning derived from how it affects others

– “Power-ups” - magical liminal element in gaming, subvert social order

Page 45: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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The end…Death:

[His] “mouth opens wider and wider, passing into the horizon and continuing, until there is nothing left of him at all. In his mania of consumption, he has eaten himself”

Page 46: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Critical Reception

• Theoretical premises

• Research techniquees

• Structure

Page 47: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Discussion Questions

Lightguns vs. Fencing: What are the societal implications of violence in videogames?

How interactive is a videogame? Is it really a subversive form of cultural construction?

How many of us in the class play games? Casually?Deeply? What impression of gaming do we have? Whatwill it take for games to achieve respectability?

If videogames "defeat" television, what will wetalk about at the water cooler? Will theindividualistic experience fracture popular culture? Or will multi-player games actually build recreational comunities?

Page 48: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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A love story:

Page 49: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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…a game about death:

Silent Hill 2

Page 50: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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And a game about politics?

Japanese Sega CD Cover Art

Page 51: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Space Invader’s distant descendant

Ikaruga


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