8. THEY'LL BE SELLING POPCORN IN MY LIVING ROOM

        At the frontline in the project to confuse consumers into treating games as movies - or to further amalgamate all forms of mass media - new XBox and PS2 titles have developed advertising campaigns that mirror those of cinematic marketing. Often not even including scenes from gameplay in television commercials and instead focusing on cinematic cut-scenes, games are sold on their apparent narrative structure. Ads for Halo 2 certainly had me fooled into thinking some new space epic was coming soon to a theatre near me, as promotional material even incorporated quotes from reviewers. Coinciding with its I-want-to-be-a-film marketing, Halo 2 also ran a brilliantly innovative campaign completely divorced from common conceptions of advertising. Through a series of clues dropped on Internet message boards, and sound bites that hardly related to the game at all, keen Halo enthusiasts were privy to what is termed an Alternative Reality Game. Those running ARGs construct fake individuals and made-up events and spread them through a variety of channels on the web, to engage potential customers in an elaborate puzzle. Halo 2's puzzle culminated with a real-world meeting of those involved in playing at a location they were guided to via hints, where they were introduced to a playable demo of the first person shooter game. Although only reaching a niche market, this type of advertising fully engulfs the player in the act of simulation and breaks down the façade of movie-like commercials. It is the innovations of such projects as ARGs that contribute to the possibility that the games industry has something on its hands that can revolutionize conventional media through both bringing people together and presenting a completely original form of entertainment.

 



| 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.