Dragon's Lair and the Fantasy of Interactivity
- Authors:
- Publisher:
- 2022
Summary
Perhaps no arcade game is so nostalgically remembered, yet so critically bemoaned, as Dragon’s Lair. A bit of a technological neanderthal, the game implemented a unique combination of videogame components and home video replay, garnering great popular media and user attention in a moment of contracted economic returns and popularity for the videogame arcade business. But subsequently, writers and critics have cast the game aside as a cautionary tale of bad game design. In Dragon’s Lair and the Fantasy of Interactivity, MJ Clarke revives Dragon’s Lair as a fascinating textual experiment interlaced with powerful industrial strategies, institutional discourse, and textual desires around key notions of interactivity and fantasy. Constructing a multifaceted historical study of the game that considers its design, its makers, its recording medium, and its in-game imagery, Clarke suggests that the more appropriate metaphor for Dragon’s Lair is not that of a neanderthal, but a socio-technical network, infusing and advancing debates about the production and consumption of new screen technologies. Far from being the gaming failure posited by evolutionary-minded lay critics, Clarke argues, Dragon’s Lair offers a fascinating provisional solution to still-unsettled questions about screen media.
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Bibliographic data
- Copyright year
- 2022
- ISBN-Print
- 978-1-7936-3603-4
- ISBN-Online
- 978-1-7936-3604-1
- Publisher
- Lexington, Lanham
- Language
- English
- Pages
- 140
- Product type
- Book Titles
Table of contents
- Dedication No access
- Contents No access
- Acknowledgments No access
- Introduction No access Pages 1 - 4
- Dragon’s Lair as Hybrid Platform No access
- Dragon’s Lair and Timing No access
- Timing and Turbulence No access
- Dragon’s Lair and Non-linearity No access
- Dragon’s Lair and Filmic Puzzles No access
- Notes No access
- Don Bluth and Full Animation No access
- The Videogame Crash in the Film and Toy Businesses No access
- Dragon’s Lair and the “Lazer Craze” No access
- The After-life of Dragon’s Lair and the Lure of Computerization No access
- Notes No access
- The Aesthetics of Interactivity, or Why Dragon’s Lair “Sucked” No access
- The “Paper World” of Early Screen Interactivity No access
- Interactivity as Strategy: CubeQuest and Editdroid No access
- The Political Economy of the Interactive Videodisc No access
- Notes No access
- Videogames and the Neoliberal Subject No access
- “What Is Life but Greed in Action?”—Sword-and-Sorcery’s Adventuring Hero No access
- “Nearly Every Room in My House Is a Trap”—Sword-and-Sorcery’s Perilous Spaces No access
- “To Die Dealing Death”—Sword-and-Sorcery’s Grim Mood No access
- Notes No access
- References No access Pages 121 - 132
- Index No access Pages 133 - 138
- About the Author No access Pages 139 - 140





