reverse-engineering graphical innovation: an introduction to graphical regimes

reverse-engineering graphical innovation: an introduction to graphical regimes

;Dominic Arsenault;Pierre-Marc Côté
aids care - psychological and socio-medical aspects of aids/hiv 2013 pp. -
92
arsenault2013g|a|m|ereverse-engineering

Abstract

Technological innovation in the video games industry is a rich area of research that has barely been explored as of yet. Gamers are always clamoring for novelty and a remedy to the oft-decried “sequelitis” that “plagues” the industry, while game publishers and platform holders secretly plan a next-gen platform to capture the ever-shifting market. In this light, the importance of graphics cannot be understated, as it is usually taken for granted in game historiography that “[g]ame graphics were, and to a large extent still are, the main criteria by which advancing video game technology is benchmarked” (Wolf, 2003, p.53).

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