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Video Games: A Popular Culture Phenomenon, by Arthur Asa Berger
PDF Download Video Games: A Popular Culture Phenomenon, by Arthur Asa Berger
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From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.
Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry. Building on this comparison, Berger focuses on action-adventure games which, like film and fiction, tell stories but which also involve culturally important departures in the conventions of narrative. After defining a set of bipolar oppositions between print and electronic narratives, Berger considers the question of whether video games are truly interactive or only superficially so, and whether they have the potential to replace print narratives in the culture at large.
A unique dimension of the book is its bio-psycho-social analysis of the video game phenomenon. Berger considers the impact of these games on their players, from physical changes (everything from neurological problems to obesity) to psychological consequences, with reference to violence and sexual attitudes. He takes these questions further by examining three enormously popular games-Myst/Riven, Tomb Raider, and Half-Life-for their attitudes toward power, gender, violence, and guilt. In his conclusion, Berger concentrates on the role of violence in video games and whether they generate a sense of alienation in certain addicted players who become estranged from family and friends. Accessibly written and broad-ranging in approach, Video Games offers a way to interpret a major popular phenomenon.
- Sales Rank: #769783 in Books
- Published on: 2002-02-08
- Original language: English
- Number of items: 1
- Dimensions: 9.02" h x .31" w x 5.98" l, .47 pounds
- Binding: Paperback
- 119 pages
About the Author
Arthur Asa Berger is professor emeritus of broadcast and electronic communication arts at San Francisco State University. He is the author of numerous articles, book reviews, and books on media, popular culture, humor, and tourism, and he is the series editor of Transaction’s Communication and Mass Culture and Humor series.
Most helpful customer reviews
10 of 10 people found the following review helpful.
Not for True Scholars of Video Games
By Erica M. Ruyle
As a scholar of video game research and a graduate student in Anthropology I was extremely curious and happy to get a copy of this book to include in my library. I was however extremely disappointed. This book presented numerous problems and oversights of video games in general. Although there are many areas covered, none of them are covered in any serious depth or scholarly attention. Too often, Berger makes personal comments (typically negative) without backing them up. When comparing books to video games and other narrative forms, he really splits hairs in trying to bring out differences. His compartmentalization on the subject is extremely artificial and disturbing. The typos and spelling errors are enough to keep a reader frustrated. Even if you are not a scholar of video games, I would not recommend this book. There are numerous other books out there that are better written and look at video games on a much more even level.
7 of 7 people found the following review helpful.
Nothing really new here...
By Bryan-mitchell Young
As scholar of popular culture, I was understandably curious to see what Berger had to say. Unfortunately, I came away disapointed. This is a book that has a few good points, some problematic points as well as some parts that are pretty uninteresting; however, Berger has done his research. He cites several interesting sources, and for that fact alone it is worth checking out.
Berger goes into some great depth comparing video games to books and of course, as so often the case, he finds video games lacking. He discussed the things that books can do, such as identification, interiority, leaving things up to the imagination of the reader, and stops by saying that video games do none of these things as well. He neglects to discuss any of the things that video games do better than books, which is an odd omission considering that this book is about video games, not books...
While I disagree with many of his conclusions, Berger does do a good job of going over many of the general issues of studying video games. I feel that one might be better served by photocopying his bibliography and tracking down his sources, but as in introduction and overview it does a good job. The production of the book is a bit shoddy as I found numerous spelling errors and problems with the formatting which distracted from the message of the book. This is not a bad book, but it is not a great book. If you are already a video game scholar, I don't know that you will find anything interesting in this book. If you are interested in studying video games in an academic way, read Trigger Happy by Steven Poole instead.
6 of 6 people found the following review helpful.
Book Sorely Lacking
By A Customer
The back of this book says that it begins with the tracing of the evolution of video games. However, any book that includes a history of games and doesn't include the names Baer, Bushnell, and Atari, is sorely lacking. Also, it would have been nice had Berger read the two definitive books on video games; Leonard Herman's Phoenix: The Fall & Rise of Videogames and Steven Kent's Ultimate History of Video Games. Instead, his source was J.C. Herz's Joystick Nation, a book that has been poorly received by the video gaming community.
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