The Interaction Between Cinema and Video Games On the Perspective of the Spectator(User)
Transcript of The Interaction Between Cinema and Video Games On the Perspective of the Spectator(User)
COMD 518The Interaction Between Cinemaand Video Games On the Perspective ofthe Spectator(User)
Üzeyir Arda Ener
Introduction
Today, the increasing demand on individual entertainment and
the escalating rivalry between corporations is leading the
entertainment industry to a different direction. The viewers
can go to movie theaters and take part in the movies they are
watching or they can play a video game about a movie that just
went out and have cuts in it that hasn’t been showed in the
movie theaters. Cinema and video game industries have started
to collaborate more then we could imagine these past twenty-
thirty years. With the new technologies emerging every day, it
is mandatory for different entertainment sectors to keep up
with the new trends and to negotiate how they can collaborate
together on projects so that the spectator would prefer to buy
their products and watch their movies.
The spectator, viewer, player or we industrial designers call
them as “the user” evolves with time. Their interests,
concerns, preferences change and technology have to keep up
with it. The interaction between cinema and video games is
creating an interactive medium that the spectator transforms
into a participant in the event that is taking place. The
participation of the user to the event as an active element and
not just an ornament sitting still through the whole thing is
very important. In this paper we are going to present our
research and view on the Interaction between Cinema and Video
Games on the Spectators’ perspective. Our aim is to understand
the users’ perspective while experiencing all of these new and old
technologies that are in relation with each other through their
narrative backgrounds and from the basis of their technological
development.
Interaction of Cinema and Video Games
To understand the interaction between cinema and video games lets
first take a look at the definition of interaction. Chris Crawford
who is a computer game designer gives the definition:
“I define interactivity to be ‘a cyclical process in which two
actors alternately listen, think, and speak to each other.’ A good
conversation provides the ideal example of rich interactivity.”
[Dominic Arsenault, “Narration in the Video Game”, p.18]
“According to Eric Zimmerman there are four types of
Interactivity;
1. Cognitive Interactivity, which occurs on the level of
interpretation,
2. Functional Interactivity, which comprises all the actions that
a user can perform on the text’s material support without
altering it directly.
3. Explicit Interactivity, which is designed by the object’s
creator.
4. Meta-Interactivity, which consists in acting on the text from
its outside.” [Dominic Arsenault, Narration in the Video Game,
p.19-20]
For interaction, we need both sides to interact and communicate with
each other with any way possible and above we see the ways of
communications they can realize. So we can say that there is an
exchange between these two parts that interact.
‘In new media, users have options. They can interact with the system
through designed interfaces and get feedback. Through this feedback
the user is beginning to contribute to the system in comparison to
old media, we can talk about a much more interactive system is
present now.’ [Lev Manovich, “The Language of New Media”, p.66]
With the rise of interactivity in our world, exchange between cinema
and video games has increased a lot. “…what is commonly considered
to be the first video game (Spacewar! [1962]), the first commercial
video game (Computer Space [1971]), the first home game system (The
Magnavox Odyssey [1972]), and the first hit game (PONG [1972]),…”
[Mark J.P. Wolf-Bernard Perron, An Introduction to Video Game
Theory,p.2] ‘Since 1970s film’s influenced the video games with
their narratives and characters but in 1980s the shoe was on the
other foot (i.e. Pac-Man became an animated TV series, in 1993 Super
Mario bros. were turned into a film. After that in 1994, Street
Fighter, DoubleDragon and in 1995, Mortal Kombat turned into a
film.)’ [Mark J.P. Wolf-Bernard Perron, “An Introduction to Video
Game Theory”, p.6] The narrative of the film is the part where the
interaction with the user and the film happens. Viewers are trying
to solve the puzzle of the story during the film. The film first
greets us with an opening scene, where we learn about the story and
the characters a little, then everything starts to reveal itself. It
is very similar in video games. An opening appears when you open the
video game and that’s where you learn about the plot and your
purpose in the game. After you start playing it, as you achieve
progress in the game you start to learn more and more about the
story and get closer to your goal. The more you play the game the
more you feel attached to it because you waste time and effort for
it. These two media concepts clearly had an exchange between each
other but can we say that video games are a remediation of the film?
First, we need to explain what remediation is;
“Bolter & Grusin use the term “remediation” to describe a group
of related concepts. They first maintain that all media
experience shifts between two separate states of reception:
immediacy & hypermediation. They call this ongoing dynamic
balance “remediation”.” [Jim Bizzocchi, “Run, Lola, run-Film as
Narrative Database”, p.1]
From this definition we can understand that both medium had
exchanges from each one. This supports our thesis of the interaction
of both mediums are visible as you can see. We can also give an
example from a movie called “Run, Lola, Run” as a remediation of a
video game represented as a film. In “Run, Lola, Run” we can see a
resemblance of a video game like shift of real scenes to animated
scenes and repetition of parts in the movie in different mise en
scenes as if someone was playing the protagonist Lola and keeps
playing the same part to get it right this time. Also, the limited
time that Lola needs to save her boyfriend in is very much like a
video game quest that you need to complete, if you could not do it
in time you need to play again, that is the rule. You have rules
defined to you in a film, you have in most cases 90 minutes to watch
it, you have to be quite, you have to sit still and enjoy it. Even a
sequence of images passing through in front of our eyes for ninety
minutes is fun to watch it is very restricting when we compare it to
video games. In video games you have rules you have to abide by
defined in the game but you have lots of ways to reach to your goal.
Every time you play you can achieve different goals, different
scores, unlock different achievements etc. You just need the player
and the interface as different instruments to play the game and also
the graphical elements to work your way out in and out of the game.
The interface helps the player interact with the game by using the
instruments and moving inside a virtual space through graphical
elements designed to direct and give feedback to user. You cannot
interact with a film like when you are watching it in a traditional
movie theatre instead of home. When you are at home the lights are
on, you can pause the film, talk with people around you, stop the
movie and go back again etc. You have more choice and freedom just
like you have in a video game.
Another point of interaction between cinema and video games is point
of interpretation of both mediums. A spectator analyzes the movie
while in session and interprets the images to their own past
experiences and knowledge as the video game player does the same
thing. Their interpretation of the film and the video game is unique
to every individual. This is an example of cognitive interactivity
as Eric Zimmerman explained.
We can also give examples of functional interactivity that are in
common between cinema and video games. A functional interactivity
demands a user’s interaction with a subject or an object.
“Functional Interactivity that are available to film viewers
today:
The multiplex theatre-with multiple location and viewing times
Standard television release, with multiple channels and
broadcast time slots
Pay-per-view television,
Video tape and VCRs: with capabilities for immediate
replay/multiple plays/Fast Forward/Rewind/Freeze-Frame/slo-
motion/footage sounter/even limited memory functions
DVD – with most of the above, plus chapter stops and a form of
random access capability
Legal (or quasi-legal) ripped versions – the fully digital
files on TiVo and other PVR devices
Rogue ripped versions on the internet – excerpts or entire
works” [Jim Bizzocchi, “Run, Lola, run-Film as Narrative
Database”, p.7]
If you don’t give an option to the viewer to watch the film other
than movie theatres then you would limit the functional
interactivity by only choosing the time of the movie and the seat
placement they are going to choose. In video games the only
limitation of the functional interactivity is in the public internet
cafes where you pay to play video games by the hour and if there is
a line and you passed the limited time constraint you have to stop
playing.
If you watch the film on a computer the interaction changes in a
film and becomes more like a video game. You will have different
options and presets during the film when you watch it on a computer.
You can skip chapters, change the language of the film, change or
remove the subtitles of the film, watch directors comments, the
process of making the movie etc. Also in a video game you can choose
your language, choose the level you want to play, choose the
character you want to play etc. Video games and cinema have more in
common then we can imagine.
The Spectators (Users’ or the Players’) Perspective On theInteraction Between Cinema and the Video Games
From the time of the invention of Camera Obscura the position of the
viewer hasn’t been changed. The person or people whom are going to
be having their photo taken by the cameraman sit in front of the
camera and stay still until their form began to show on the plate
that is covered with chemical materials. It’s as if they are sitting
in the black camera box and watching their image pass through a tiny
whole and projects on the plate in the box. The definition of this
process looks very much like the traditional movie theatre
experience we have now isn’t it?
The design of the movie theatre isolates people from the
environmental distractions in order to provide them the perfect
experience about the film without getting distracted. Over the years
this theatre experience had gone through a lot of changes. People
are getting more interactive with their surroundings every day.
This reflects on the media as well. Cinema and video games as a
media are facing the effects of this new interactive world. Cinema
and video games started to get more participatory. Today we can
watch movies that we can change the plot and determine the sequence
of events in the movie by giving commands much like a video game. Or
we can play video games that we play with augmented reality glasses
and get the feeling of living inside of a video game or a program.
This also became a subject to a movie called “Tron”(1982), but we
will come back to that later. What I want to talk about the
spectator’s view and experience on this subject.
Firstly, we said that we need to sides to have an interaction. The
user has an interaction with cinema and video games just like cinema
and video games have an interaction with each other. This user
activity is defined in video games as “Player Activity”.
“Player activity, is arguably the heart of the video game
experience, and perhaps the most important thing from a design
perspective. It is the element of video game that is most
written about and very theory of video games thus far seems to
agree with the idea that without the player activity there
would be no video game.
… the action has some physical aspect to it and is not strictly
an activity occurring purely on the mental plane Player
activity is input by means of the user interface, and is
limited and usually quantized by it as well. We could further
divide player activity into two separate areas, diegetic
activity(what the player’s avatar does as a result of player
activity) and extradiegetic activity (what the player is
physically doing to achieve a result).” [[Mark J.P. Wolf-
Bernard Perron, An Introduction to Video Game Theory, p.16]
What Mark and Bernard mentioned about player activity can also imply
the same thing for the cinema because without the participation of a
viewer there would be no cinema. The physical presence of the
spectator is required in a cinema experience. The experience the
spectator has in a traditional movie theatre is immobilization. In
Lev Manovich’s excerpts he says:
“Early photography continued the trend toward the imprisonment
of the subject and the object of representation.” [Lev
Manovich, “The Language of New Media”, p.107]
“Toward the end end of the nineteenth century, the petrified
world of the photographic image was shattered by the dynamic
screen of the cinema.” [Lev Manovich, “The Language of New
Media”, p.108]
“The cinema screen enabled audiences to take a journey through
different spaces without leaving their seats; in the words of
film historian Anne Friedberg, it created “a mobilized virtual
gaze.” [Anne Friedberg, Window Shopping: Cinema and the Post
Modern (Berkeley: University of California Press, 1993),
2.]However, the cost of this virtual mobility was a new,
institutionalized immobility of the spectator.” [Lev Manovich,
“The Language of New Media”, p.108]
“Thus, rather than a historical accident, according to Baudry’s
psychoanalytic explanation, the immobility of the spectator is
the essential condition of cinematic pleasure.” [Lev Manovich,
“The Language of New Media”, p.108]
This question of immobilization of the spectator in front of a
screen could be true in the past. People had different things to
enjoy themselves, different tastes in life and did not get bored of
the activities they do for a period of time but now people are
living fast. They want to do everything achieve everything,
accomplish everything fast… We eat fast food, get faster cars,
invent transportation that will take us wherever we want faster, we
want faster internet connections to download and have the data we
want faster than anyone. People always have limited time now because
of their work and studies. We won’t waste our time if watching a
movie in a traditional movie theatre or playing a game on
PlayStation’s predecessor rather than the newer model worth it.
Also letting a player, play a video game by himself against the
system over and over again immobilizes the player on a different
level. That is why online video games have appeared.
“Historically, there have always been single-player and multi-player
games. Massive multi-player games have recently appeared,
thanks to the apparition of the internet. These games are based
in gigantic virtual worlds where thousands of players each play
using a character they created (their avatar). They are usually
referred to as MMOGs (Massive Multi-Player Online Games), an
expression which can be adapted to different, more specific gam
genres such as the MMORPGs for Massive Multi-player Online Role
Playing Game, MMOFPS for Massive Multi-player Online First-
Person Shooter, and so on.” [Dominic Arsenault, “Narration in
the Video Game”, p.16-17]
An example of these MMOGs is Lord of the Rings Online Game
(www.lotro.com) which is based on a book series later to be
transformed into a film series and then played by online players in
multi-player online communities and individual gamers against the
database. This Online Games that transformed from movie scripts have
their own discussion forums, educational sites about the game, fan
sites, sites that gives information for modification of the
interface of the game… It’s like the narrator J.K.Rowling whom is
the writer has created a world unique to its self that when people
turn into a video game online they want to spend most of their time
in that virtual world because they can be a hero or a leader there.
The player’s character in the game can have thousands of friends in
that virtual world but won’t have any in the real world. His life
story becomes important in that world and people are keeping track
of the accomplishments and defeats in that world.
“Digital environments are procedural, participatory, spatial
and encyclopedic. The first two properties make up most of what
we mean my the vaguely used word interactive; the remaining two
properties help to make digital creations seem as explorable
and extensive as the actual world, making up much of what much
of what we mean when we say that cyberspace is immersive.
[MURRAY, J.H. Hamlet on the holodeck: the future of narrative
in cyberspace. New York: The Free Press, 1997. p. 71.]” [Mark
J.P. Wolf-Bernard Perron, “An Introduction to Video Game
Theory”, p. 17]
In this form of gaming we can experience more than one form of
interactivity. It consist all the forms of interactivity at once
that Zimmerman talked about. This changes when you play computer
games. In Lev Manovich’s excerpt “The Language of New Media” he says
that players experience computer games as narratives. As we
mentioned before games have defined tasks like completing the task,
coming in first place, playing until the last episode or having the
highest score. Manovich says, this task is what makes the player
experience the game as a narrative. What we are seeing here is the
reflection of film as narrative to the video games.
“Once the player has started up the game, he generally watches
the opening cut-scene. This not only provides him with a
dramatic context, but also states the rules of the game,
establishing a range of desirable actions and thus drawing the
boundaries of his space of possibilities and his expectations.”
[Dominic Arsenault, “Narration in the Video Game”, p.26]
Video games need this narrated structure because the viewer needs to
be informed. This informational and educational opening in the video
game leads the player. Without a guide the player could not interact
with the game nor can it proceed. The video games become a medium
that is used to continue a story of a film with a video game. For
example the movie Matrix which had changed the film industry through
its strong narration and newly invented techniques to create new
special effects is continued with an animation and then released to
the market as a video game. The spectators who have bought the
animation and the video game after the first movie are the ones who
had the most interactive experience with the latter versions. This
presented the world with a new interaction model between the cinema
and the video game. The exchange between both medium had great
success and spectator liked to chase the story with different media
spectrum, first the movie, and then the animation, video game and
the second movie.
An opposite example happened in the “Tron” arcade video game.
“Tron is a coin-operated arcade video game manufactured and
distributed by Bally Midway in 1982. It is based on the Walt
Disney Productions motion picture Tron released in the same
year. The game consists of four sub games inspired by the
events of the science fiction film. It features some characters
and equipment seen in the film, e.g. the Light Cycles, battle
tanks, the Input/Output Tower. The game earned more than the
film's initial release.”
[http://en.wikipedia.org/wiki/Tron_(video_game)]
After the film, they released three other games. The first one was
an arcade video game again, second one was a computer video game and
the third one was an Xbox interactive video game. After 28 years in
2010 they released another film as a continuation of the narrative
of the first movie. The spectator experienced the technological
development and advancements from 1982 to 2010. The graphical
improvement and the 3D movie experience make it even more remarkable
for the users. The film continued in a new video game release after
the second movie. It begins with an opening cut scene from the movie
and narrates the past experiences of the User Kevin Flynn who is a
virtual world designer.
The concept of virtual reality is also connected to this interaction
between cinema and the video game. Lev Manovich explains the virtual
reailty for user as defined:
“…now the spectator has to actually move around the physical
space in order to experience the movement in virtual space. The
effect is as though the camera is mounted on user’s head. So,
in order to look up in virtual space, one has to look up in
physical space; in order to “virtually” step forward one has to
actually step forward and so on. The spectator is no longer
chained, immobilized, anesthetized by the apparatus which
serves him the ready-made images; now s/he has to work, to
speak, in order to see.” [Lev Manovich, “The Language of New
Media”, p.110]
Virtual Reality changes a lot of things for the spectator. The whole
experience of watching a movie or playing a video game is now a
whole different concept. The newly designed interactive films are
using virtual reality technologies for the spectators to interact
with the screen. There are two kinds of interactive movies.
“One type is designed for a large theatre screen and is usually
intended to be a group experience. The other type is for a
small screen and is viewed at home.” [R. Verdugo, M. Nussbaum,
P. Corro, P. Nuñez and P. Navarrete, “Interactive Films and Co-
Construction”, ‘Pontificia Universidad Católica de Chile,
Chile’, p.2]
In contrast to first one, the second one is designed to be a more
intimate experience for a single individual. For a film to be
interactive, which really means can be directed by the spectator you
need to split the movie in parts. These parts can be separated into
two definitions. One must be defined as the pieces that should
continue without any interference from the spectator, as the other
should be the pieces that determine choices the protagonist makes
during the movie. In the Interactive Films and Co-Construction
excerpts they are saying that none of the past structural elements
of a traditional film helped them to define a basis for the
interactive movie. So they called their new unit as Micro-Core (MC).
They split this Micro-Core into two as Back Bone Micro-Core and
Detour Micro-Core.
“The distinction between them is that a BBMC links to multiple
DTMC and the user must navigate to one of them while DTMC link
exclusively to the next BBMC. In terms of interactivity, BBMC
are interactive while DTMC are not.” [R. Verdugo, M. Nussbaum,
P. Corro, P. Nuñez and P. Navarrete, “Interactive Films and Co-
Construction”, ‘Pontificia Universidad Católica de Chile,
Chile’, p.10]
When the user has to decide on what happens next in the film, s/he
has to give a command to BBMC to direct the narrative to his choice
of DTMC. This system lets the spectator to change the sequence of
events in the film and lets the spectator to make a choice just like
in a video game. Each individual that makes a choice during the film
is creating a film of his own. Distinct to other films, if it shown
in a group, that group of people sees the film from the decision of
the spectator who makes the choices in the movie. In this regard the
spectator acts as the director of the film but again the spectator
has a limited power on the film, s/he cannot decide on the
narrative. Different narratives are planned by the producers of that
interactive film and the spectator can only act on those parts. The
idea behind this movie is by using the screen as the action space
you can drag in and out elements to and from the screen. By dragging
in and out objects, the spectator is able to change the films
progression.
Their aims here is to use the past experiences of the user and
interpret them to a new technology to design a more user friendly
and more interactive film experience for the user.
Virtual reality contributes in interactive movies as well. They
design virtual bubbles sliding down the screen of the movie theatre
and the viewers who can pop a bubbles wins a price by seeing his/her
seat number on the screen. The viewer’s pop virtual bubbles they can
nor see or smell but acts very naturally while doing this activity.
What we witness here is the virtual real.
“In summary, VR continues the screen’s tradition of viewer
immobility by fastening the body to a machine, while at the
same time is creates an unprecedented new condition, requiring
the viewer to move.” [Lev Manovich, “The Language of New
Media”, p. 111]
Today, it is not necessary to use a machine to experience the
virtual reality, technological advancements have been made for that.
They are now trying to blend the physical and the virtual spaces ant
create environments that can only be seen with the help of a
machine. For example Google Corporation has invented a new
technology named Google glass. With the help of an eye accessory you
are able to send messages via voice recognition, find out where you
are and see virtual graphical elements from the screen of the glass,
have a face to face chat with your friends, log on to internet and
make a search, find out directions by asking the device and so many
other possibilities can be applied. This technology is giving the
spectator the chance to move around the physical space. Now the user
is carrying the screen with him/her and interacts with it
constantly. This constant interaction causes a reliance on this
object. We can question whether it brings to us more than it takes
but the user adapts to this vast technological change very rapidly.
The ones that cannot adapt are going to experience difficulties in
time.
The experiences we gather from cinema and game will help us use
these devices to our own benefit. In Lev Manovich’s excerpts he goes
on to say that:
“We are witnessing the emergence of a new cultural meta-
language, something which will be at least as significant as
the printed word and cinema before it.” [Lev Manovich, “The
Language of New Media”, p. 98]
We are indeed in an era of incredible cultural changes and
developments. Our daily devices are getting smaller and more
personalized every day, our game consoles are disappearing and our
movements are taking their place instead. You can play a race video
game on your TV just by holding your hand like you are holding a
steering wheel and steer the wheel to the direction you want to move
(Xbox 360 motion control feature.) We can control our TV’s at home
with hand motions and voice control without using a remote. So comes
the question to mind what will happen after this… Lev Manovich
explained very briefly;
“Eventually VR apparatus may be reduced to a chip implanted in
a retina and connected by wireless transmission to the Net.
From that moment on, we will carry our prisons with us – not in
order to blissfully confuse representation and perceptions (as
in cinema), but to always “be in touch,” always connected,
always “plugged-in.” The retina and the screen will merge.”
[Lev Manovich, “The Language of New Media”, p.113]
But this may not be the case for everyone. People may deny to be
plugged in to a 24 hour system where the information of the
spectator can be accessible by everyone. If this occurs, is the new
screen becomes the spectators own perspective or the spectator’s new
screen will become the physical space? We can agree with Manovich
that this idea of carrying your screen with you the whole time and
even someday implanting it in your retina will definitely become a
prison for the spectator. This connection is very much like in the
Matrix. People are connected 24/7 trying to find their way to the
real world but the actual reality for this people is the virtual
reality. When the protagonist in the movie Neo wakes up and sees
what happened to the actual world, he faints. Then he tries to adapt
to the rules of the virtual and the real world that he did not knew
and experienced before. Just like a video game the Morpheus
character is telling him all the rules that exist in the real world
doesn’t exist in the virtual world. Also the movie “Gamer” can be
reference to this implant to the spectator’s eye. The narrative of
“the Gamer” is taking place in the future where the actual prisoners
are implanted a chip into their brain that lets’ the players control
them. If a prisoner reaches to the final level and passes it, he
will be free of his charges. The protagonist can still feel and use
his senses but the players don’t know that. Eventually a group of
people reveals the truth and hacks the chip of the prisoner so that
he will have control over his actions. The mastermind behind this
whole technology has an evil plan of controlling everyone in the
world but he fails to succees hi plan. The issue of “who is behind
the screen” is the main subject here as well .Hegel’s representation
of self-consciousness can help us understand this situation from the
perspective of the spectator. If the spectator is the one looking
from the screen (the retina), then who is behind the screen. For
Hegel it is himself watching himself from the same perspective but
if the technology lets us to place implants on the retina of the
spectator that is connected to the Net 24/7, you may not know whom
is watching. There is always a feeling of delight and discomfort
about these ‘too good to be true’ technological advancements.
“Dynamic, real time and interactive, a screen is still a
screen. Interactivity simulation and telepresence: like
centuries ago, we are still looking at a flat rectangular
surface, existing in the space or our body and acting as a
window into another space. Whatever new era we may be entering
today, we still have not left the era of the screen.” [Lev
Manovich, “The Language of New Media”, p.114]
In summary, the spectator’s perspective changes between situations,
interactions, technological advancements and environments. The
interaction between cinema and video games are increasing every day
and shaping its way to a much more interesting and user friendly
future. The spectator (viewer, player or he user) is adapting to the
change and is setting his/her eye to a better, more interactive and
brighter future.
References
1. Lev Manovich, “The Language of New Media”, 2005
2. Dominic Arsenault, “Narration in the Video Game”, 2006-2007
3. Mark J.P. Wolf-Bernard Perron, “An Introduction to Video Game
Theory”, Universitat Pompeu Fabra, 2003
4. R. Verdugo, M. Nussbaum, P. Corro, P. Nuñez and P. Navarrete,
“Interactive Films and Co-Construction”, Pontificia Universidad
Católica de Chile, Chile
5. Jim Bizzocchi, "Run, Lola, Run - Film as Narrative Database", Simon
Fraser University, 2005
6. http://en.wikipedia.org/wiki/Chris_Crawford_(game_designer)
7. http://en.wikipedia.org/wiki/Interaction
8. http://tureng.com/
9. http://www.imdb.com/title/tt1104001/
10. http://en.wikipedia.org/wiki/Tron_(video_game)
11. http://en.wikipedia.org/wiki/Black_Mirror_(TV_series)
12. http://en.wikipedia.org/wiki/History_of_film
13. http://www.youtube.com/watch?v=bbQCVENvwrM (3D Video
Glasses Oculus)
14. http://www.youtube.com/watch?v=lHx8tK5igSU (Brazil 360º
Cinema Interaction – Berlin)
15. http://www.youtube.com/watch?v=qe9CiKnrS1w (13th Street-
The first interactive horro movie)
16. http://www.youtube.com/watch?v=P2g94xQmtHw (Gamer movie)
17. http://www.youtube.com/watch?v=by4hyBxRo8E (Enter the
Matrix Game Trailer)
18. http://www.youtube.com/watch?v=ruHLfQjWDa8 (Xbox 360
Kinect vs. Playstation Move)
19. http://www.youtube.com/watch?v=ruHLfQjWDa8 (Tron Evolution
Walkthrough)
20. http://www.academia.edu/275067/Hegels_Conception_of_Self-
Consciousness