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Remember When You See Inside The Comfort Of A Game?


Soon Wilhelm Röntgen realized X-ray, gave his own answers on the matter to an American journalist. The reporter’s first question: “Does the invisible appear?”

Many children around the world started asking this question in 1998, when Nintendo games released “purple atomic” Game Boy Type. Behind his shiny, lilac-painted shell, a plastic bullet, his intestines were lined up to see — buttons, buttons, steering wheel, green metal board, multicolored wire. Keeping Game Boy Coloryo was like holding an X-ray: a group of straight and curved lines, phalanges and vertebrae — not all, but enough to make you think of the space between the known and the unknown, tangible and forbidden. The curtain shines and filters a little through Pikachu, you can see all the obstacles that give him strength. His skull felt permissible, almost slippery; it looked like an invitation to do something together. Unless you have a specific destination, you’re just moving the car and wasting gas.

Being a player is having things to play with, and realizing them in particular. Gamers “are naturally intrigued by the technology and space within their comfort zone,” says Taihei Oomori, Sony’s chief technology officer. When you reveal the space through hot plastic, it says, “you bring a very close relationship between the player and the game.”

The purple atomic color Game Boy Color was the most beneficial, bright inside with the same brightness we had ever seen, satisfying the desire to be closer. But the peak of the machine failed. The transformed mask is like a magician who invites a newborn girl to a party: He seems ready to let her come in secret, but all he can find is another deception.

Over the past 23 years, manufacturers of all major game tools have produced innovative graphics. From the crystalline Playstation 2 in the middle of the night to the blue-haired Xbox, the exterior features of these items provide a window-twisting window — as well as the meaning of being a modern player.

Photo: Quinn Russell Brown

In 2001, Nintendo launched Game Boy Advance with a $ 50 million advertising campaign. Mu one commercial on TV since then, students have walked out of the classroom and into a movie theater, where their heads are Mario’s. His sign: “Who are you?”

“This advertising strongly links the personal name,” says Alex Custodio, a PhD student at the Center for Interdisciplinary Study in Society and Culture at Concordia University. His book Who are you?, released in 2020, is related to Game Boy Advance and the smaller groups around it. “It was what you were playing for,” says Custodio. You had the tools you were playing. It was a character that you played with. ”

The Advance came with a number of fragrances, including “glacier” and pink. The visual shell gave the gamers a professional feel and embellished their systems, Custodio says, as if they were able to pull out all the nodes and transistors. The Golden green towns or played a satisfying title for Zelda’s Tale: Old Link & Four Swords. But that feeling, he adds, was not superficial. “It doesn’t give you anything that promises you,” says Custodio. “It gives you the illusion of expertise, transparency and professionalism without informing you much if it were a black box.” Student advertising did not change to Nintendo’s version alone. He became the monocrop of the brand mascots.


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