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Trigger Happy: The Inner Life of Videogames
 
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Trigger Happy: The Inner Life of Videogames [Paperback]

Steven Poole
3.8 out of 5 stars  See all reviews (24 customer reviews)

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Product Description

Amazon.co.uk Review

Trigger Happy, Steven Poole's substantial examination of the world inside your console, combines an exhaustive history of the games industry with a more subtle look at what makes certain kinds of games more engaging than others. For example, what works in which genres--the RPG (role-playing game) versus the god game--and the relationship of video games to other forms of media.

A writer and composer, Poole makes the case that video games--like films and popular music--deserve serious critical treatment. "The inner life of video games--how they work--is bound up with the inner life of the player. And the player's response to a well-designed video game is in part the same sort of response he or she has to a film, or to a painting: it is an aesthetic one". Trigger Happy is packed with references not just to games and game history but to writers and theorists who may never have played a video game in their lives, from Adorno and Benjamin to Plato. At times this approach verges on the pedantic, dwelling at length on points that will seem obvious to serious gamers ("We don't want absolutely real situations in video games. We can get that at home"; "The fighting game, like fighting itself, will always be popular"). Nonetheless, Poole's book may be favoured bedside reading for both the keen gamer and the armchair philosopher looking to understand this cultural phenomenon. --Liz Bailey

Amazon.co.uk Review

Steven Poole's substantial examination of the world inside your console combines an exhaustive history of the games industry with a more subtle look at what makes certain kinds of games more engaging than others. For example, what works in which genres--the RPG (role-playing game) versus the god game--and the relationship of video games to other forms of media.

A writer and composer, Poole makes the case that video games--like films and popular music--deserve serious critical treatment. "The inner life of video games--how they work--is bound up with the inner life of the player. And the player's response to a well-designed video game is in part the same sort of response he or she has to a film, or to a painting: it is an aesthetic one". Trigger Happy is packed with references not just to games and game history but to writers and theorists who may never have played a video game in their lives, from Adorno and Benjamin to Plato. At times this approach verges on the pedantic, dwelling at length on points that will seem obvious to serious gamers ("We don't want absolutely real situations in video games. We can get that at home"; "The fighting game, like fighting itself, will always be popular"). Nonetheless, Poole's book may be favoured bedside reading for both the keen gamer and the armchair philosopher looking to understand this cultural phenomenon.--Liz Bailey --This text refers to an out of print or unavailable edition of this title.

The Guardian

'A critical contribution to our understanding of a still growing entertainment phenomenon which just won't go away . . . Essential reading.'

Tony Parsons, Literary Review

'A bright and beautiful writer . . . almost certainly the best book that could be written about videogames'

***** Arcade

'Finally, there's a book that really gets to the heart of the videogame experience . . . Steven Poole knows his stuff. He's succeeded in writing an excellent "aesthetic history" of videogames which is academically worthy, thoroughly contemporary and eminently readable.'

Edge

X'More than a timely reminisce over games history, Trigger Happy is a critical look at the creative achievements in games and the experiences they offer. . . It is perhaps the first serious attempt to understand just what makes some games great . . . A seminal piece of work.'

Evening Standard

'A delightful and insightful romp across pastures largely unexplored . . . Poole never loses sight of the job at hand, which is not simply a defence of videogames but an argument for their inner life.'

Select

'A witty, erudite treat.'

Product Description

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?

From the Back Cover

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?

About the Author

Steven Poole was born in London in 1972, and read English at Cambridge. He writes for the Guardian, the Independent and the Times Literary Supplement, and has also worked as a composer for television and short film. In his spare time he saves the planet from alien invasion and plays chess.

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