The Medium of the Video Game

Front Cover
University of Texas Press, 2002 - Social Science - 203 pages

Over a mere three decades, the video game has become the entertainment medium of choice for millions of people, who now spend more time in the interactive virtual world of games than they do in watching movies or even television. The release of new games or game-playing equipment, such as the PlayStation 2, generates great excitement and even buying frenzies. Yet, until now, this giant on the popular culture landscape has received little in-depth study or analysis.

In this book, Mark J. P. Wolf and four other scholars conduct the first thorough investigation of the video game as an artistic medium. The book begins with an attempt to define what is meant by the term "video game" and the variety of modes of production within the medium. It moves on to a brief history of the video game, then applies the tools of film studies to look at the medium in terms of the formal aspects of space, time, narrative, and genre. The book also considers the video game as a cultural entity, object of museum curation, and repository of psychological archetypes. It closes with a list of video game research resources for further study.

 

Contents

The Video Game as a Medium
13
Super Mario Nation
35
Formal Aspects of the Video Game
49
Space in the Video Game
51
Time in the Video Game
77
Narrative in the Video Game
93
Genre and the Video Game
113
The Video Game in Society and Culture
135
Hot Circuits Reflections on the 1989 Video Game Exhibition of the American Museum of the Moving Image
137
Play It Again PacMan
155
Archetypes on Acid Video Games and Culture
169
Resources for Video Game Research
183
Index
193
About the Contributors
201
Copyright

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About the author (2002)

Mark J. P. Wolf is Professor of Communication at Concordia University Wisconsin.

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