
The various coins, bonuses, awards, badges, and prizes keep the users going, feeding ego and ambition, rewarding meticulous dexterity and careful navigation. The realistic graphics can fool some passersby, making them think that the Cowboys really are beating the Giants. And the degree to which a user can enter into that space and become one of the agents within the ongoing narrative is fascinating. This is way beyond creating a Mii that looks a little bit like yourself, adding glasses and a hat, or picking a favorite color. We have some Miis on our system that look like the grandparents—even one for Harry and another for Snape (it is fun to see Severus hit a home run). But many of the video games go well beyond that level of involvement and engagement.
It is not just the changes in technology that have made such developments possible. Surely processing speed, memory, and storage capacity have a great deal to do with what is possible, but consider the work of writers and designers, imagining the characters and levels and worlds. Consider also the involvement of major corporations and media conglomerates—with tie-ins to toys, board games, movies, soundtracks, television shows, phone apps, and competing platforms. The profits possible for such a venture go well beyond what a book or movie could earn on its own. For scholars and students interested in popular culture or in the nature of stories and storytelling, the traditional forms of page, stage, and screen must certainly be examined; however, in a day like ours, where narratives are being played out in living rooms and basements and on mobile devices and high-definition screens, it may be that some of the more creative and cutting-edge work on character, plot, conflict, identity, resolution, and meaning may emerge from what some might have always considered idle amusement.
These days, for a kid to put down the controller and pick up a book is not to put away the toy and enter a story—he or she was already in the middle of one (as a character, a creator, a master, a servant, a warrior, a player, an agent within a world of actions and consequences). It is entertainment, and it is business. It is seductive, and it is addictive. Stories have always been that way—from the fireside to the lecture hall, and from the writing desk to the computer monitor—and those who make them and those who receive them have always found it most effective when the readers are more like participants, when the passive audience becomes an active part of the ongoing and climactic storytelling. Remember the “Choose Your Own Adventure” books? Modern gaming makes such engagement possible for users young and old.