Newman Videogames PDF
Newman Videogames PDF
Newman Videogames PDF
In the few decades since they first blipped their way onto television screens, video-
games have become one of the most culturally, socially and economically significant
media forms. Newman’s volume considers how we might approach videogames as
media texts to be read, experiences to be played and played with, systems and simu-
lations to be decoded and interrogated, and performances to be captured, codified
and preserved.
The updated second edition examines the emergence of new platforms as well as
changing patterns of production and consumption in its analysis of Wii, Xbox 360,
PS3 and mobile gaming. The new final chapter explores recent developments in
games scholarship with particular focus falling on the study of gameplay as socially situated,
‘lived experience’, and on strategies for game history, heritage and preservation. In
drawing attention to the fragility and ephemerality of hardware, software and game-
play, this new edition encourages readers and players to consider not only how games
might be studied but also what can, will and should be left behind for the next
generation of games researchers.
James Newman is Professor of Digital Media and Director of the Media Futures
Research Centre at Bath Spa University. He is the author of numerous books on
videogames and gaming cultures including Playing with Videogames (2008) and Best Before:
Videogames, Supersession and Obsolescence (2012). James is a co-founder of the UK’s
National Videogame Archive, which is a partnership with the National Media Museum.
He sits on the board of the Computer Games special collection of the British Library’s UK
Web Archive and is a member of the GameCity international videogames festival team.
VIDEOGAMES
Second Edition
James Newman
First published 2004
by Routledge
This edition published 2013
by Routledge
2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN
Simultaneously published in the USA and Canada by Routledge
711 Third Avenue, New York, NY 10017
Routledge is an imprint of the Taylor & Francis Group, an informa business
© 2004, 2013 James Newman
The right of James Newman to be identified as author of this work has been
asserted by him in accordance with sections 77 and 78 of the Copyright, Designs
and Patents Act 1988.
All rights reserved. No part of this book may be reprinted or reproduced or
utilized in any form or by any electronic, mechanical, or other means, now
known or hereafter invented, including photocopying and recording, or in any
information storage or retrieval system, without permission in writing from the
publishers.
Trademark notice: Product or corporate names may be trademarks or registered
trademarks, and are used only for identification and explanation without intent to
infringe.
British Library Cataloguing in Publication Data
A catalogue record for this book is available from the British Library
Library of Congress Cataloging in Publication Data
Newman, James (James A.)
Videogames / James Newman. – 2nd ed.
p. cm.
Includes bibliographical references and index.
1. Video games. 2. Video games—Social aspects. I. Title.
GV1469.3.N48 2012
794.8—dc23
2012019167
Typeset in Bembo
by Taylor & Francis Books
CONTENTS
Acknowledgements vi
Preface to the second edition vii
1 Videogame studies? 1
2 Definitions 8
3 Industries 27
4 Players 49
5 Structures 73
6 Narratives 89
7 Spatialities 104
8 Characters 123
Bibliography 158
Index 179
ACKNOWLEDGEMENTS
In the years since the first edition of this book was published, countless players, journalists,
teachers and students have offered invaluable feedback and commentary. To all these
people, too numerous to name, I offer my sincerest thanks for the suggestions and ideas,
some of which have made it into this edition and some of which may have to wait
until the inevitable director’s cut, HD, 3D remaster.
From this army of helpers, it would be remiss of me not to single out a few individuals
whose help, guidance and generosity over the years have been indispensable. Lucy
(who it was remiss of me not to thank in the first edition), Iain, Russell, Neil, Simon,
Martha and Tom have all corrected misconceptions and added ideas – either directly
or by playing and explaining videogames to me.
My thanks also go to all at Routledge, especially Aileen, Eileen and Andrew.
Thanks to Adam Saltsman for the Canabalt image on the paperback cover, which you
should flick back to and look at even more carefully before downloading the game, if
you haven’t done so already.
And finally, to all the people who told me to stop wasting my time playing
videogames as a child, I dedicate this book.
PREFACE TO THE SECOND EDITION
The next generation
It is very nearly ten years to the day since I first sat down to write what would become
the first edition of Videogames and it seems almost unnecessary to note that much has
changed in the intervening time. New platforms have emerged, some obeying estab-
lished patterns or cycles of hardware upgrade, others apparently bursting onto the scene,
but each offering new opportunities for play by virtue of their interfaces and control
systems, their audio-visual capabilities, and their interconnectedness. When I wrote the
first edition of this book, the PS2, Xbox, Dreamcast and GameCube were in their
infancy; the GameBoy, albeit in its ‘Advanced’ guise, was the unassailable handheld
platform; and ‘mobile’ gaming meant little more than a thirty-second blast of Snake and a
futuristic promissory note. Today, the Wii U has been announced, but is not yet play-
able, and speculation mounts over the successor to PS3 and Xbox 360. Indeed, there is
much speculation as to whether there will be successors to these consoles at all. Part of
the reason for this uncertainty over the future of dedicated gaming hardware can be found
in the apparently seismic shift in the sites for modern gameplay. Every day, millions of
people, whether or not they identify themselves as ‘gamers’, play games such as Farmville
on Facebook while the iPhone, a device that has no buttons, sticks or pads for control-
ling games (in fact, no buttons at all) has a collection of games so large that it exceeds all
those from previous generations of dedicated gaming hardware combined. In fact, as I
write this, my RSS feed reader informs me that titles in Rovio’s Angry Birds series have
now been downloaded over one billion times. By the time you read this, that number
will be hopelessly out of date. Motion controls, touchscreens, online play, episodic
downloadable content, high-definition graphics, surround sound, and so on – all of these
are standard issue for today’s gamers. And where once Sega and Nintendo slugged it out,
and Sony and Microsoft were the newcomers who knew nothing of the games industry,
now Apple and Facebook have truly disrupted the marketplace – redefining who plays
games, where and how they play them, and how and whether they pay for them.
Without doubt, the landscape has changed beyond recognition in the last decade.
viii Preface to the second edition
enough and within an hour or so I had my name scrolling up the screen. I still didn’t
really understand what machine code was and even having it described to me it was
obvious that this whole programming lark was going to take some time to master.
But then I made a discovery so important that it would change my life. It would also
dramatically alter the way in which my father came to view his hopes of passing on
the programming baton. This computer had a cartridge slot, and there were companies
that sold cartridges that contained software programs ready to run. Sure enough, there
were home accounting programs and collections of maths problems, but these didn’t
exactly set my heart racing. Altogether more exciting, however, were the cartridges
with colourful stickers on them that looked just like the decals on the coin-op
machines I remembered from seaside arcades. The games had impossibly exotic
names like Blasteroids and Cuthbert Goes Walkabout, and each one turned the television
set into a window onto a new world of possibility, frustration, jeopardy and, above
all, fun.
Like many players of the period, I only later came to realize that I had been
playing versions of ‘classic’ arcade games like Space Panic, Amidar and Frogger as I had
encountered them in subtly and not-so-subtly copyright-avoiding disguises. Although
I wouldn’t have put it so eloquently at the time, I had worked out what Eugene
Jarvis, creator of the legendarily difficult shoot-’em-up Defender, had known for some
time: the only legitimate use for a computer is to play games. Not everybody agreed,
of course, and while they ultimately tolerated it, parents and schoolteachers would
rather my friends and I had not been creating pixel art, writing smooth-scrolling
routines and composing music and sound effects, and had instead dedicated our time
to coding programs calculating trends in global precipitation over the past 50 years.
After all, although making them might help us learn something of programming and
project planning, they knew there was no future in games.
Today, in what might seem like a curious turn of events, the UK government-
commissioned ‘Livingstone-Hope’ report (Livingstone and Hope 2011) bemoans the
lack of computer science and programming in current UK school and university IT
curricula precisely because it has led to a dearth of suitably skilled graduates ready to
enter the videogame industry. Similarly, the Raspberry Pi initiative seeks to enthuse a
new generation of children and get them coding so that they might contribute to the
nation’s cultural and economic wealth by not just playing but making videogames.
It is clear that, despite the initial protestations of parents and teachers, videogames
are not a passing fad. However, it is somewhat ironic to note that one of the most
interesting areas of contemporary games research, even if it is one whose foundational
questions seem some way from being satisfactorily answered, is games preservation. In
the space of just a few years we have moved from struggling to take seriously this
inconsequentially ephemeral, fleeting medium, to worrying about devising strategies
so that we might ensure the long-term access to vitally important but ephemeral and
fleeting hardware, software and performances of gameplay. It is the importance of these
questions about future access to games, questions that cut to the very heart of game
studies, that have led me to rewrite the final chapters of this book. Where the first edition
closed with rumination and speculation on the possible futures for videogames as
x Preface to the second edition
technology, form and medium, here the spotlight falls on the future of game studies.
This is not expressed in terms of second-guessing the possible trajectories and contours of
new areas of scholarship and enquiry, but rather in relation to considering what of the
past and present can, will and should be left behind for the next generation of
videogames researchers to study. For all the debates over how videogames might be
studied, the surprising truth is technological obsolescence, material and digital decay,
and a host of other contributory factors that arise from prevailing retail, marketing and
journalistic practice within the games industry see to it that many games have already,
disappeared and are now literally unplayable. At a time when games appear to be
more prevalent (dare we say pervasive?) than ever, it is sobering to be reminded of
their fragility. Whatever brand we wish to practise either now or in the future, and
regardless of the complex set of skills the next generation of scholars might bring to
bear, it is going to be difficult to do game studies without some games to study.
James Newman
Bath, May 2012
1
VIDEOGAME STUDIES?
in the twentieth century. Raph Koster has similarly implored us to consider computer
games as art:
notice how much scorn gets heaped on games that are perceived as mere clones or
knockoffs. The public already discusses and treats games as an art form, and uses
the same standards of judgment for them as they do for films or novels or any
other artistic medium. They just aren’t used to considering them to be art.
(Koster 1999)
In the immediate aftermath of the PlayStation’s global launch, Shuker (1995) was
even more enthusiastic: ‘Video games are now a major cultural form, and may well
soon replace cinema, cable and broadcast television as the dominant popular
medium’. We might still be some way from seeing Shuker’s prediction come true,
but even if, as Juul (2000) has more pragmatically suggested, we have not seen the
first videogame Shakespeare or Bach, the speed with which videogames have developed
aesthetically, formally and functionally is remarkable. Most obviously, the level of
audio-visual and interactive sophistication of today’s PlayStation 3, PS Vita, Xbox
360, Nintendo 3DS, Wii and PC games seems light years away from 1970s offerings
like Space Invaders, Pac-Man and Asteroids, though, as we will learn throughout this
book, there remain considerable areas of constancy and clearly identifiable lineages.
However, notwithstanding the developments in the aesthetic capabilities of video-
game systems, the ever more sophisticated interface technologies employed or the
emergence of new, pervasive platforms such as online social networks or Apple iOS-
based iPhone and iPad, is it really appropriate to suggest that videogames are that
important? Surely, compared with television or film, videogames are mere trivia.
Worse still, to non-gamers at least, many games appear impenetrably complex or
monotonous. As Jessen (1998) has pointed out, it seems almost inconceivable that
players could have spent so long absorbed by games as repetitive and simplistic as
Pac-Man, though we should note their resurgence as mobile games. To the untrained
eye, videogames are as incomprehensible as abstract art or experimental music. Jessen
encourages us to consider Stanley Fish’s concept of ‘interpretive communities’ in
appreciating the pleasures of videogames. Not only can the game not be understood
without playing it, but also the game is only part of the experience. Meaning is not
embedded within the game, but rather is revealed through use.
Consequently, the context in which the game is used or played affects and shapes
its value:
You have to play the game before it will reveal its nature, and this is something
that far from happens to everyone. Some fall for it, others find it monotonous,
boring and pointless, but whatever attitude one has to the game, the interest
rarely lasts long. If one plays it individually, Pac-Man may be exciting at first,
but rather boring in the long run. The game only takes on a content in a social
context.
(Jessen 1998: 38)
Videogame studies? 3
The importance of sensitivity to the experiences of play and the uses of videogames
by players are among the most serious challenges faced by scholars of game studies
and are subjects to which this book turns its attentions frequently.
Studying videogames?
While scholars identify a range of social, cultural, economic, political and technological
factors that suggest the need for a (re)consideration of videogames by students of media,
culture and technology, here, it is useful to briefly examine just three reasons why
videogames demand to be treated seriously: the size of the videogames marketplace; the
popularity of videogames; and videogames as an example of human–computer interaction.
Without doubt, the global videogames marketplace is enormous. The National
Endowment for Science Technology and the Arts’ skills audit proudly boasts that, ‘At
over £2 billion in global sales, the UK’s video games sector is bigger than either its
film or music industries’ (Livingstone and Hope 2011: 4), while games development
is proclaimed as ‘one of our most important creative industries’ (Woodward 2006).
Projections from Pricewaterhouse Coopers suggest that the future is equally rosy: ‘the
sector will grow at an average annual rate of 10.6 percent between 2010 and 2014 –
faster than film, music and TV’ (Livingstone and Hope 2011: 20). In the US, the
ESA (Entertainment Software Association) is not shy in noting the size of the games
sector’s contribution: ‘In 2009, the entertainment software industry’s value added to
the US Gross Domestic Product (GDP) was $4.9 billion’, or the rate and sustain-
ability of its growth against the prevailing economic trends: ‘From 2005 to 2009, the
entertainment software industry’s annual growth rate exceeded 10 percent. Over the
same period, the entire US economy grew at a rate of less than two percent’ (ESA
2011a; see also Siwek 2007, 2010).
The sales of specific platforms are equally impressive. In 2009, Nintendo president
Satoru Iwata announced that over 50 million Wii and 100 million DS consoles had
been sold worldwide while, according to the Entertainment Software Association,
‘On average, nine games were sold every second of every day of 2007’ (Iwata 2009).
And while Nintendo is a comparative stalwart of the games industry, it is equally
notable that new platforms have come to prominence in recent years. Where mobile
phone gaming was practically non-existent even five years ago, Apple’s iPhone, App
Store and latterly iPad have opened up new markets and opportunities for play. In
early 2011, Doodle Jump recorded its ten millionth download from the iTunes App
Store while downloads of Rovio’s Angry Birds currently exceed half a billion across all
platforms, with new versions planned for consoles, handhelds and mobile devices.
Recently, the Angry Birds Rio tie-in posted ten million downloads in its first ten days
of release (Crossley 2011); while Rovio announced in March 2012 that Angry Birds
Space had been downloaded 50 million times in the 35 days since its release.
Considering these sales figures, it might seem unnecessary to claim that videogames
are popular. However, the degree of popularity and their relation to other media is
surprising. Over a decade ago, Sherry et al. (2001: 1) noted that, ‘In 2000, 35 percent
of Americans identified video games as the most fun entertainment activity (second
4 Videogames
was television at 18 percent)’. In 2011, the ESA (2011b) claims that ‘33 percent of
[US] gamers say that playing computer or video games is their favorite entertainment
activity.’ Videogame play continues to compete with other media usage and, for
many, it has overtaken prime time television as the key entertainment activity (see
McMillan and Raczka 2009, though note the greater complexity of media con-
sumption that arises from games consoles acting as set-top boxes that give access to
streaming television and film content via services such as BBC iPlayer and Netflix). In
addition to consuming enormous amounts of money, videogame play also consumes
enormous amounts of time. Not only do players play frequently – often many times a
week and perhaps every day – but individual play sessions might be extremely long.
Uninterrupted sessions of play may last many hours. It is notable also, and indicative
of the high levels of engagement and involvement with videogames, that play sessions
are almost always longer than players intend or even realize (see Luthman et al. 2009;
Wood et al. 2007). Because videogames can be absorbing, and because designers
deliberately build in ‘hooks’ to encourage players to replay and revisit their games,
and because this is demanded by players who privilege longevity and replayability in
videogames (see Juul 1999), some detractors have gone as far as to label videogames
‘addictive’ (Grüsser et al. 2007), even comparing them to drugs (Grossman 2001, for
example) or labelling them as ‘junk culture’ (see Boris Johnson 2006).
If videogames are bad for players, as Grossman and others suggest, then the large
amounts of time spent engaging with them must be a cause for concern. However, it
is worth considering that videogames may have some positive benefits. As we will
learn in Chapter 6, videogames are quite possibly the most sophisticated and certainly
most pervasive example of high-level human–computer interaction presently avail-
able and, as such, provide a useful environment to learn about, and become proficient
with, technology. Consider, for example, the amount of time it takes to learn how to
use an average office productivity tool such as a word processor e-mail package – not to
become an expert, just to get a feel for the program and acquire a basic competence.
Then compare this with the amount of time it takes to get up and running with the
average videogame. Watch a player encountering a brand new game and, after an
initial, quite inevitable, but surprisingly short, period of acclimatization, you will
doubtless find a player performing complex series of immensely precise and intricate
interactions with little apparent effort and certainly minimal, if any, contemplation
of the joypad or other physical interface devices. Perhaps the player is not conquering
the game straight away. Perhaps they are not even making as much progress as they
think they should be. Perhaps the controller has been thrown across the room in
disgust a few times. After all, as Jones (1997) notes, failure is an essential feature of
both games and learning. However, what is almost certain is that (once it has been
picked up again), that controller will soon look like an extension of the player’s hand.
Consider also that this player may well be a preschooler and the significance of
videogaming as a mechanism through which a comfort and familiarity with compu-
ters can be engendered becomes clear. Not only can players learn from videogames,
but designers and developers of ‘serious’ computing applications could surely benefit
from an examination of the interfaces of games like Super Mario Galaxy, which see
Videogame studies? 5
players continuing to rise year on year. With their first foray into the games console
marketplace Sony marketed the PlayStation family at late teens/early twenties and the
success of the strategies has contributed to a shifting demographic that must force a
reconsideration of the videogame as merely a child’s toy. In their 2011 industry over-
view report, the ESA (2011b) claim that the current average age of US videogame
players is 37. In the UK, trade organization UKIE cites ISFE and OFCOM data in
claiming that ‘Half of UK households contain at least one videogames console’, and
‘1 in 3 people describe themselves as gamers’ (UKIE 2011).
The more general denigration of ‘mere entertainment’ is partly responsible for the
historical lack of seriousness in the treatment of videogames: ‘One of the commonest
points I hear about why video games are not an art form is that they are just for fun.
They are just entertainment’ (Koster 1999). The deprecation of ‘popular’ and parti-
cularly ‘youth’ culture has been well documented, for example, in the work of the
Centre for Contemporary Cultural Studies. Youth culture and its associated genres
and communicative forms have frequently been presented as potentially dangerous,
with studies focusing on deviance and resistance (cf. Skelton and Valentine 1998;
McRobbie and Thornton 1995; Skirrow 1990; S. Cohen 1972; A.K. Cohen 1956).
Much early gaming research similarly centred on the potentially damaging and antisocial
effects of play, and the idea of games as problematic sites continues to exercise many
critics and commentators (see Griffiths 2009; Anderson et al. 2006; Anderson 2003;
Gunter 1998), with studies sensitive to the experiences and complexity of gameplay
emerging comparatively late in the medium’s history. A lack of scholarly engagement,
or at least the lag between mainstream gaming and concerted study of its cultures and
contours, should surprise us little, and videogames can by no means be considered
unique in this regard. As Roger Sabin (1998) has noted, the history of comic books
saw them similarly overlooked as a form worthy of serious study for many years.
More unexpected, perhaps even more significant, is that it seems possible to identify
a similar unease, almost embarrassment, about videogames within certain quarters of
the industry itself even at this point in its history. Most notably, it is not even universally
referred to as the ‘videogame’ industry with various euphemisms and neologisms passing
into common parlance. Thus, we find certain companies preferring to consider
themselves contributing to a world of ‘interactive entertainment’, ‘interactive fiction’
or even ‘interactive movies’ (see Juul 1999). Charitably, we might argue that the
mutability and dynamism of gaming makes singular definitions problematic and we
should flag the ideological value of ‘interactivity’ as a point worthy of further con-
sideration. The diversity of mobile, social network, console and PC games challenges
our definitions about what a ‘videogame’ might be now and in the future. However,
it is useful to pause and consider whether some of what motivates the avoidance of
terms like ‘game’, ‘play’ and perhaps even ‘computer’ is born of a desire to add a
veneer of respectability, distancing the products and experiences from childish pursuits
and downplaying the technology connection with its unwanted resonances of nerds
in bedrooms hunched over ZX Spectrums and Commodore 64s and the amateurism
of hobbyist production (see Davies 2001 on changing development methodologies).
By way of example, the UK trade organization that represents the interests of
Videogame studies? 7
videogame developers and publishers recently rebranded itself, changing its name from
the European Leisure Software Producers Association (ELSPA) to the equally non-
committal United Kingdom Interaction Entertainment Association (UKIE), while
in the US, the Interactive Digital Software Association (IDSA) became the Entertain-
ment Software Association (ESA). Similarly, although Edge magazine is one of the
UK’s (and the global industry’s) most respected videogaming publications, its strapline
reads ‘The Future of Interactive Entertainment’, and what was the ‘Edinburgh Inter-
national Games Festival’ (EIGF) changed its name in 2006 to become ‘Edinburgh
Interactive’.
Never before have videogames been so integrated a part of mainstream popular
culture. Never have there been so many opportunities to play videogames via the
most diverse range of platforms. Yet, for all this, we continue to see a preponderance
of euphemisms in the industries that create and comment on them arising from an
apparent embarrassment or, at least, confusion over the definitions of those most
foundational of terms ‘game’ and ‘play’.
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