Technological innovation in the video games industry is a rich area of research that has barely been explored as of yet. It is usually taken for granted in game historiography that “[g]ame graphics were, and to a large extent still are, the main criteria by which advancing video game technology is benchmarked” (Wolf, 2003, p.53). However, gamers are sophisticated and literate enough to look beyond the mere graphics “coating”, and seek new gameplay opportunities beyond surface-level polish. Working around Kline, Dyer-Witheford & De Peuter’s (2003) model of the game industry as the interaction of three circuits—technology, marketing and culture—we will make terminological and conceptual distinctions around our new notion of graphical regimes. This permits a new look at video game history and an appropriate theoretical framework for accurately describing and analyzing the contributions of agents in the technological and cultural circuits while avoiding the exuberant discourses on innovation from the marketing circuit.
ARSENAULT, Dominic & Pierre-Marc Côté (2013), « Reverse-engineering graphical innovation: an introduction to graphical regimes ». In: G|A|M|E. The Italian Journal of Game Studies, no.2 – Technology Evolution and Perspective Innovation. Università di Cagliari. https://www.gamejournal.it/reverse-engineering-graphical-innovation-an-introduction-to-graphical-regimes/