CONCLUSION

      Video Game Studies is hardly a discipline yet, but moods are changing. New Media theorists seem ready to take on the multifaceted mode and eek out a place for it in their research. Still, turning toward the academic world for guidance on gaming doesn't seem quite natural (despite the position as player of most video game researchers). Being a highly intimate medium about which users tend to feel passionately, it is difficult for one to abandon the pleasure of playing and enact a serious critique. Perhaps the most helpful angle through which to approach video games is reception studies. By understanding the personal connections with the medium - how certain individuals interact - we may be able to alter the many misconceptions about it. Interfacing with the game machine is never just that. It is a sexual stimulant; it is a social stimulant. It is an acting out of aggression; it is a training simulation. It is an escape from the constraints of time; it is in an ego boost. It is a connection with the youth generation; it is an alienation from it. I have isolated my greatest concern with gaming as its allowance to be consumed as if it were a movie. The two forms are far removed from one another, yet it is not an appraisal of their worth that I feel disconnects them: they are both media which greatly impact culture. They are separated by the practices they engage in (simulation or representation), but the consumer does not separate them as such in practice. Allowing them to take up the same cultural space and praising their similarities undermines the true worth of video gaming. The industry perpetuates this confusion which is directly responsible for both a lack of great(er) innovation in the medium, and of its rejection by much of society. When interactive media is accepted as just that, and heralded for it, we will stop collectively writing it off as a child's toy, and aim to fuller understand the potential changes it puts forth.



 



| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.