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Trigger Happy: Videogames and the Entertainment Revolution (2000)

von Steven Poole

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1942139,966 (3.31)2
Ground-breaking account of the cultural history and impact of videogames, from Pong and Space Invaders to Tomb Raider and Tekken. Videogames are here to stay. It is now more than a quarter of a century since the appearance of the first commercially available videogame, Pong. Now the profits on blockbuster games are measured in terms of the first weekend's millions, like those of mass-market films. Sony estimates that nearly 1 in 5 UK households has a Playstation; worldwide sales of its console have topped 30 million. Videogame design is now the subject of accredited BSc degrees at universities. The market domination by British based videogame companies is one of the success stories of the decade. Yet videogames are still seen as a compromised art-form, derivative at best, actively harmful at worst. In Trigger Happy, Steven Poole asks the question: If this is an artform, what kind of an artform is it? Where did it come from, and where is it going?… (mehr)
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Trigger Happy's Limit mechanic makes for an interesting conceit in providing a unified core. Whether fighting with guns, pulling political strings, or intimidating with cutting words, zero Limit will leave you in a dark and very bad place. Solid writing with an excellent extended back section of sample tasks, archetypes, play example, plus three adventures. Worth trying for bad ass action gaming. ( )
  PaulBaldowski | Jan 24, 2015 |
I enjoy videogames, but I much prefer reading about them to playing them myself - I'm just not much good at them. Steven Poole, a regular contributor to Edge magazine in the UK, treats videogame culture seriously - as it deserves to be treated - and looks at the ways in which it affects and is affected by popular culture. A very interesting collection of essays on the subject. ( )
  soylentgreen23 | May 26, 2010 |
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Man is the plaything of the gods, and that is the best of him; and so we should play the noblest games.

Plato
Human kind cannot bear very much reality.

T. S. Eliot
Aha!

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Ground-breaking account of the cultural history and impact of videogames, from Pong and Space Invaders to Tomb Raider and Tekken. Videogames are here to stay. It is now more than a quarter of a century since the appearance of the first commercially available videogame, Pong. Now the profits on blockbuster games are measured in terms of the first weekend's millions, like those of mass-market films. Sony estimates that nearly 1 in 5 UK households has a Playstation; worldwide sales of its console have topped 30 million. Videogame design is now the subject of accredited BSc degrees at universities. The market domination by British based videogame companies is one of the success stories of the decade. Yet videogames are still seen as a compromised art-form, derivative at best, actively harmful at worst. In Trigger Happy, Steven Poole asks the question: If this is an artform, what kind of an artform is it? Where did it come from, and where is it going?

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