Philips Magnavox Videogames and the Entertainment Revolution Trigger Happy User Manual
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Trigger Happy
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and detail every year and conclude that videogames are 
increasingly realistic. Those cars look pretty real; those 
trees at the side of the racetrack, waving gently in the 
wind, look satisfyingly (arbo)real. 
This turns out to be the subject of a fundamental
tension in videogames, which will appear in many 
guises throughout this book. It’s a version of a very old 
question about art, concerning what Plato called 
mimesis (“representation”). Is it real or not? How can 
videogames claim to be “realistic” at all? But the 
peculiar nature of videogames gives the old question 
several intriguing and novel digital spins. The problem 
of mimesis in this context—the virtual representation of 
“realities”—informs the inner life of nearly every 
videogame. 
Plato allows something to be a game as long as it is
not “harmful” and has no “utility.” There is an 
increasingly vocal charge from some sections of society 
that videogames are in fact morally harmful. But do 
they have positive effects—do they have “utility?” 
Squabbles between psychologists as to whether 
videogames enhance spatio-visual and motor skills are 
largely unresolved. The only thing that everyone agrees 
on is that playing videogames makes you better at 
playing videogames. Their effects on our