The Medium of The VideoGame
The Medium of The VideoGame
The Medium of The VideoGame
Ethnologies
Review
Ian Brodie
Musées
Volume 24, Number 2, 2002
URI: https://id.erudit.org/iderudit/006656ar
DOI : https://doi.org/10.7202/006656ar
Publisher(s)
Association Canadienne d’Ethnologie et de Folklore
ISSN
1481-5974 (print)
1708-0401 (digital)
Tous droits réservés © Ethnologies, Université Laval, 2002 This document is protected by copyright law. Use of the services of Érudit (including
reproduction) is subject to its terms and conditions, which can be viewed online.
https://apropos.erudit.org/en/users/policy-on-use/
and poetry, as well as the general slant of the questions in the Instructors’
Companion, would also make it useful in an English literature course
which included some folklore. The book could conceivably also be
used as a text for advanced folklore students, if the instructor
supplemented it with more in-depth readings on folklore theory and
critical analysis.
Anne Lafferty
Memorial University
The Medium of the Video Game. By Mark J. P. Wolf, ed. Foreword by Ralph H.
Baer. (Austin: University of Texas Press, 2001. xx + 203 p., ISBN 0-292-79150-X)
have often borrowed conventions and ideas from other media, but the
cause and effect relation between the player’s actions and the actions of
the “player-surrogate” in the diegetic world of the video game and the
attendant notion of developing gaming skill, and the navigation through
this diegetic world’s time, space and narrative independent from the
programmers” specific intent (albeit dependent on a general intent:
Mario cannot stay at home doing laundry), necessitate a hermeneutic
different from that of other media.
Even here, however, Wolf falls into a trap that may be endemic to
“higher criticism”: the examples he cites to ground his conclusions are
not necessarily games that are widely played. The context of games
played by players is shelved in favour of a game as text approach. To
illustrate, Wolf provides E.T. The Extraterrestrial as an example for an
early use of opening sequences, for the use of both side and top views
within the same game, for the graphical representation of clothing for
character detail, and for the direct transference of characters and plot
from another medium. What impact this may or may not have had on
the development of the medium or on the game playing community is
questionable, however, since, as Kent has already told us, “The game
was dull and hard to play. In the end Atari created a landfill in a New
Mexico desert, dumped in millions of E.T., Pac-Man, and other
cartridges, crushed them with a steamroller, and buried the fragments
under cement” (45). Hardly an argument for canonicity.
Another concern comes with Wolf’s attempt to narrow down what
precisely the video game is. Wolf tends to use the broadest possible
definition: a “game” — something with conflict, rules, player ability,
and measured outcome — on a “video” — raster or vector graphics or
text; cathode ray or LCD display. Although this catholicity is not only
suited for his textual purposes but preferable to establishing a hierarchy
of display formats, there does seem to be a significant contextual
difference between formats. Play on the arcade console unit is different
from play on the home console unit, which is different from play on the
home computer, which is different from play on the networked home
computer, which is different from play on a handheld module. An arcade
game, which is designed to make money through quick turnover, is by
its very nature brief, and the player is always on the verge of “Game
over”. The arcade is also public space, where the players find themselves
a spectacle, even if the spectator is the next person in line. Contrast
this with playing the same uninterrupted game for hours on end at a
COMPTES RENDUS / REVIEWS 267
Reference
Kuly, Marc. 2000. “Ideology, History, and the Discipline of Folklore:
Reading Media Sense Fifteen Years Later”. In Culture & Tradition 22:
85-96
Ian Brodie
Memorial University of Newfoundland