The Medium of the Video Game edited by Mark J. P. Wolf review (part 2) by Zube (zube@stat.colostate.edu) Created: Jul 5, 2003 Updated: Jul 14, 2003 http://www.stat.colostate.edu/~zube/movg2.txt I like this book. Or rather, I like several parts of this book. If you are looking for thoughtful, academic-class writings in the same vein as you might find on www.gamestudies.org, _The Medium of the Video Game_ will serve up a rather substantial meal. Alas, not all the courses are equally enjoyable, which is why I advise going a la carte if you visit. Skip the Ralph Baer Foreword. If you are sensitive to personal ego-stroking or the outright love of patents and money over all else, this appetizer may make you physically sick. [See http://www.stat.colostate.edu/~zube/movg1.txt for more comments about the Forward.] Skip chapter 2, _Super Mario Nation_, a chapter written by Steven Kent. It's a 13-page, super-condensed version of the history of video games. Go buy his excellent The Ultimate History of Video Games instead. You'll enjoy it far, far more. Drink deeply of the chapters written by Mark Wolf: _The Video Game as a Medium_ and _{Space | Time | Narrative} in the Video Game_. While there are errors all over the book (see the errata), these chapters are by far the most interesting and require several readings to digest. I especially like when Mr. Wolf compares and contrasts early video games to early films. He could use the word diegetic less (it means "on-screen") and the writing is sometimes a bit dry, but overall, it's very good. One other chapter written by him, _Genre and the Video Game_, is mostly an attempt to classify games by interactivity. It too is interesting, but serves more as a reference chapter. Sample both _Hot Circuits_ by Rochelle Slovin and _Archetypes on Acid_ by Rebecca R. Tews. The former considers the 1989 Video Game Exhibition of the American Museum of the Moving Image and contains some interesting insights as well as some awful errors and a fair serving of hyperbole. The latter relates some theories of Carl Jung to videogames. While I cannot judge whether "the maze [in Pac-Man] is an archetype of the quest to find meaning in life" is spot on, hogwash or somewhere in between, the chapter does prod me into considering a study of Jung's work. The only other offering, _Play it Again, Pac-Man_ by Charles Bernstein, is a hash of thought-provoking ideas, forced analogies, complete rubbish and some sort of mind-altering drug. Here, try some: "Like sex, good play on an arcade video game not only earns extra plays but also extends and expands the length of the current play, with the ultimate lure of an unlimited stretch of time in which the bell never tolls ...." I'm not sure what to make of that, so I think I'll let it pass without comment. _The Medium of the Video Game_ also has a very nice Appendix containing many links, books and other resources for further study. Double points and a gold star for this. If you like something a bit deeper than the usual dreck that is written on the subject of video games and you can avoid the awful parts, it's worth the $13.97 (amazon) price.