Check out this story from NPR about the new book based on the Halo video game series. Read more about the book--Contact Harvest--on Amazon and more about Halo here.
Hmm... maybe I can show this to my guy friends and convince them to do some reading about Halo instead of just playing it all the time! I've actually started talking with them more about the game (instead of avoiding it like the plague) and I think this class will be the impetus I need to watch a game or two, and maybe even have a go at playing it.
When my sons first became involved in video games, I always encouraged them to read accompanying material. They got additional information - especially the cheats- plus it assuaged my parent concerns that they were reading something too!
I think it's interesting that we're reading backwards, so to speak. It used to be that popular books were made into movies or TV shows. Now, we're doing the reverse. The books are written after the popular video games, TV shows or movies appear.
Is this new Halo novel an example of media saturation - not only do we have the video game, but also the posters, tshirts, shoes, hats, action figures or other toys - now we need a book? Or is this a comment that our society still needs the written word?
I heard about this story on CNN as well. I'm actually not surprised. I think people many times underestimate an audience's attraction to their favorite storylines, characters, and fantasy worlds. The underestimated audience is often young males who seem more likely to enjoy video games or TV or movies. The video game audience has followed their favorite video games franchises to the movie theater (Doom) or television (Captain Nintendo). They might follow these franchises in books as well.
We are very quick to see books and reading as something separate and removed from other media, but books can exist and complement the other forms of media these audiences enjoy. Perhaps, the young audience who has the Halo book would not usually buy books as a form of entertainment, because in many cases they see books as something they are forced to read for school. Now, they have a book that speaks to their interest. They need a book that speaks to them.
On a similar note, I remember when WWE wrestler Mick Foley, AKA Mankind, wrote an autobiography. Surprisingly (to many), the book became a huge bestseller. From news stories and personal anecdotes, I learned that many people who rarely read books for pleasure plowed through the 700 page book. It was the first time a wrestler gave a detailed, true depiction of his career. After Mick Foley's huge success, World Wrestling Entertainment (WWE) encourages every popular wrestler to put out an autobiography. The majority of them become bestsellers. Although many non-fans read Foley's book, the other books have been read mostly by wrestling fans. Video game-themed books could have the same draw.
Books that follow video games could sell even better. As video games have grown more sophisticated the narrative structure of the games have grown exponentially, the audience can leaern much more about there favorite game characters and stories. As audiences, especially die hard audiences, become attached to certain series, they want to learn as much as they can about this alternative universe. Books provide another avenue to fill in the blanks in the series. Like professionally published fan fiction, it allows fans to become more involved in their favorite stories.
It also makes a lot of money. In these days of media conglomeration, the same corporations will make money from video games, movies, music and books. When the corporations own different media, it makes it very easy to promote their products. The books promote the video games, movies promote the video games. Now the corporations have their target audience buying three products instead of one. It's a smart business move, but it took some time for businesspeople to realize an extremely old medium like books could also compete with and be included in new media synergy. Books, howver, can still sell along with newer media.
It's interesting about the novel for Halo. It used to be that a popular book would have a movie or TV show made about it. Now it seems that we are doing the reverse. Something that's really popular like a video game has books written about it. What does this say about our society? Are we feeling the imaginative need to extend the story line? Or is this a cynical way to increase the marketing flood of material? Before a movie premieres, the stores are flooded with games, action figures, clothing, shoes, and just about anything that would appeal to the audience!
When my sons were younger, one of the ways that I assuaged my parent guilt about video game time was to encourage them to get the printed material about the game and read it. I felt that they were using their other skills, plus they learned a lot of cheats to help them in the game. A win-win situation!
4 comments:
Hmm... maybe I can show this to my guy friends and convince them to do some reading about Halo instead of just playing it all the time! I've actually started talking with them more about the game (instead of avoiding it like the plague) and I think this class will be the impetus I need to watch a game or two, and maybe even have a go at playing it.
When my sons first became involved in video games, I always encouraged them to read accompanying material. They got additional information - especially the cheats- plus it assuaged my parent concerns that they were reading something too!
I think it's interesting that we're reading backwards, so to speak. It used to be that popular books were made into movies or TV shows. Now, we're doing the reverse. The books are written after the popular video games, TV shows or movies appear.
Is this new Halo novel an example of media saturation - not only do we have the video game, but also the posters, tshirts, shoes, hats, action figures or other toys - now we need a book? Or is this a comment that our society still needs the written word?
I heard about this story on CNN as well. I'm actually not surprised. I think people many times underestimate an audience's attraction to their favorite storylines, characters, and fantasy worlds. The underestimated audience is often young males who seem more likely to enjoy video games or TV or movies. The video game audience has followed their favorite video games franchises to the movie theater (Doom) or television (Captain Nintendo). They might follow these franchises in books as well.
We are very quick to see books and reading as something separate and removed from other media, but books can exist and complement the other forms of media these audiences enjoy. Perhaps, the young audience who has the Halo book would not usually buy books as a form of entertainment, because in many cases they see books as something they are forced to read for school. Now, they have a book that speaks to their interest. They need a book that speaks to them.
On a similar note, I remember when WWE wrestler Mick Foley, AKA Mankind, wrote an autobiography. Surprisingly (to many), the book became a huge bestseller. From news stories and personal anecdotes, I learned that many people who rarely read books for pleasure plowed through the 700 page book. It was the first time a wrestler gave a detailed, true depiction of his career. After Mick Foley's huge success, World Wrestling Entertainment (WWE) encourages every popular wrestler to put out an autobiography. The majority of them become bestsellers. Although many non-fans read Foley's book, the other books have been read mostly by wrestling fans. Video game-themed books could have the same draw.
Books that follow video games could sell even better. As video games have grown more sophisticated the narrative structure of the games have grown exponentially, the audience can leaern much more about there favorite game characters and stories. As audiences, especially die hard audiences, become attached to certain series, they want to learn as much as they can about this alternative universe. Books provide another avenue to fill in the blanks in the series. Like professionally published fan fiction, it allows fans to become more involved in their favorite stories.
It also makes a lot of money. In these days of media conglomeration, the same corporations will make money from video games, movies, music and books. When the corporations own different media, it makes it very easy to promote their products. The books promote the video games, movies promote the video games. Now the corporations have their target audience buying three products instead of one. It's a smart business move, but it took some time for businesspeople to realize an extremely old medium like books could also compete with and be included in new media synergy. Books, howver, can still sell along with newer media.
It's interesting about the novel for Halo. It used to be that a popular book would have a movie or TV show made about it. Now it seems that we are doing the reverse. Something that's really popular like a video game has books written about it. What does this say about our society? Are we feeling the imaginative need to extend the story line? Or is this a cynical way to increase the marketing flood of material? Before a movie premieres, the stores are flooded with games, action figures, clothing, shoes, and just about anything that would appeal to the audience!
When my sons were younger, one of the ways that I assuaged my parent guilt about video game time was to encourage them to get the printed material about the game and read it. I felt that they were using their other skills, plus they learned a lot of cheats to help them in the game. A win-win situation!
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