The Video Game Theory Reader edited by Mark J. P. Wolf & Bernard Perron review by Zube (zube@stat.colostate.edu) Created: Jan 28, 2008 Updated: Mar 26, 2008 http://www.stat.colostate.edu/~zube/vgtr.txt Mr. Wolf, this time accompanied by Mr. Perron, present another selection of academic-class writings similar in feel to _The Medium of the Video Game_. The papers contained in _The Video Game Theory Reader_ are most certainly not light reading; indeed, their complexity and difficulty range from easy all the way through the "dear me, I'd need to study for many years before I begin to understand even half of this" level. I particularly liked: *) The foreward by Warren Robinett. Clear and insightful and interesting, a craftsman recalling and reflecting on his craft. This almost, but not quite, made me forgive the Ralph Baer foreward from _The Medium of the Video Game_. *) The introduction by Wolf and Perron which provided a brief history of video game studies. *) The papers by Holland/Jenkins/Squire, Wolf and Perron. While they sometimes dove into places I couldn't follow, I found I could follow and understand much of them. *) Chris Crawford's paper. Mr. Crawford is an exceptionally clear writer and thinker and his description of practical work on interactive storytelling was like a cleanse of the palate. Sure wish I could order the ego on the side, though. *) The surprise of the book was _Simulation versus Narrative: Introduction to Ludology_ by Gonzalo Frasca, not because I could follow all of it (I couldn't), but that his explanation of simulation as an alternative to narrative was like a light bulb going on. "I don't have to tell you about X; instead, I can simulate X and you can experience it (or one possible outcome) for yourself." It's a powerful idea, one that is still unexplored when compared to narrative. Sadly, I found much of the remainder to be very tough going. The papers are dense. Much of them require specialized knowledge from a wide variety of fields and hence, I found my interest waning. I did my share of reading at the graduate level and I had flashbacks when I read: "The stable, intersubjective representation by language provides a symbolic filter (in the Peircian sense of symbolic) between the perceptions, emotions, and actions, and their communicative existence." (p. 134.) If I were being truthful to myself, I would admit that it would take me a couple of hours to unpack and begin to understand what that means. I'm afraid I simply don't have the interest or the energy, to my own detriment. The last bit of the book is a listing of Home Video Game Systems from 1972 to 2001. It's a nice touch, although frankly it doesn't fit with the rest of the book. David Winter is also credited with part of the list, which is discouraging, but I'll spare us both. Finally, a serious bibliography is also included (which is par for the academic world) but they get double points and a thank you anyway. In short, I like parts of _The Video Game Theory Reader_, but it's really a textbook for an upper-level or graduate video game studies class. The casual reader or even the not-so-casual reader is most certainly not the target market of this dense and deep book.