'Volstrekt realistische situaties in computergames? Die hebben we thuis al' (Review)
Tijdschrift voor Mediageschiedenis , Volume 7 - Issue 2 p. 118- 125
In this critical overview four recent studies of computer games are discussed and compared. First, Steven L. Kent's The Ultimate History of Videogames (2001), which gives an insight into the daily practice of the video gaming industry and all that is linked to it. In Rusel DeMaria & Johnny L. Wilson's High Score! The Illustrated History of Electronic Games (2004) about 200 different games are discussed in detail. This is done in chronological order but with thematic excursions supplying a treasure of (visual) information, as a result of which it has become a reference book. The other two publications are clearly of a more scientific approach, and the video game is seen to be a cultural and societal object. In Trigger Happy. The Inner Life of Videogames (2002) Steven Poole analyses the various parts of the computer game (cinematic character, storyline, graphic aspects) in an effort to determine why some games are received better than others. Lastly, James Newman's Videogames (2004) is a thorough introduction to the world of video gaming. He describes the industry and how it has developed over the past few decades into one of large studios that employ specialists.
|Netherlands Institute for Sound and Vision|
|Tijdschrift voor Mediageschiedenis|
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|TMG Journal for Media History; Vol 7, No 2 (2004): Games; 118-125|
Dormans, Joris. (2016). 'Volstrekt realistische situaties in computergames? Die hebben we thuis al' (Review). Tijdschrift voor Mediageschiedenis, 7(2), 118–125. doi:10.18146/tmg.202