I will be using examples from game titles like Crysis™ (Electronic Arts Inc. 2008), Wanted Weapons of Fate (Warner Bros. Entertainment Inc. 2009), X-Men Origins: Wolverine (Activision 2009), and so on.

Image courtesy of Electronic Arts Inc. 2008; Warner Bros. Entertainment Inc. 2009; Activision 2009
By doing so, I would be demonstrating the level of interactivity and immersion that these games are capable of. I will be linking up my findings with the notions on ‘Interactive Art: Installation and Cinema’ and ‘Video Art’ from Micheal Rush’s New Media in Late 20th-Century Art.
Bibliography
Activision, 2009. X-Men Origins: Wolverine Official Video Game Site. Available at: http://www.uncaged.com/ [Accessed May 12, 2009].
Electronic Arts Inc., 2008. EA : Crysis : Age Verification Page. Available at: http://games.ea.com/crysis/ [Accessed May 12, 2009].
Microsoft, 2009. DirectX® 10. Available at: http://www.gamesforwindows.com/en-US/AboutGFW/Pages/DirectX10.aspx [Accessed May 12, 2009].
Warner Bros. Entertainment Inc., 2009. Wanted Weapons of Fate Video Game | Gameplay Trailers, Videos & Downloads| XBOX, PS3, Playstation & PC Game. Available at: http://thewanted.warnerbros.com/ [Accessed May 12, 2009].
This is a good amount of information for the blog posting, but you really need go into depth on some key ideas here: - what do graphic accelerators do exactly, what are the performative elements of the games in question (ie what narratives do they tell, what spaces to they invent), and how do these games shift or connect with key ideas raised in the course so far? What kinds of specific embodiment/disembodiment are activated by these game worlds?
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