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Mactavish, A. (2002). Technological pleasure: The performance and narrative of technology in Half-Life and other high-tech computer games. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 33–49). London: Wallflower Press. 
Added by: Mark Grimshaw-Aagaard (1/13/06, 1:10 PM)   Last edited by: Mark Grimshaw-Aagaard
Resource type: Book Chapter
BibTeX citation key: Mactavish2002
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Categories: Hardware, Narrative
Keywords: Narrative, Pleasure, Technology
Creators: King, Krzywinska, Mactavish
Publisher: Wallflower Press (London)
Collection: Screenplay: Cinema/Videogames/Interfaces
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Discusses the thrill at participating in and pleasure in experiencing a game's technological environment (achievements) in addition to more mundane gameplay elements such as narrative, plot, combat, problem-solving etc..
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
p.34   "...a significant and relatively unexplored component of the pleasure of computer gameplay is our astonishment at visual and auditory technology ... game designers use visual and auditory display to immerse players into a frenetic virtual world but also to draw attention to the game's virtual world as virtual."   Added by: Mark Grimshaw-Aagaard
p.36   Criticizing linguistics-based theories applied to computer games: "When all meaning is reduced to language, there is very little room left to imagine a phenomenology of sensual experience that can account for the intensely visual and auditory performances that characterise even the most strongly narrative of today's media-rich computer games."   Added by: Mark Grimshaw-Aagaard