"Consume this," television ads seem to be saying, "or else!" No matter how many Cannes Lions they get, these flicks all have a feel of push-down-their-throats attitude.



Quite expectable, given the number of times each commercial runs. And it's not just the sheer volume of messages coming through or how we think about commercials that ruins the television's power as an advertising medium; it's the one-way nature of our contact with TV. We don't have control over what goes on on screen, except for the relatively new still-framing feature of digital recorders.

"I can switch channels alright, or even turn the blasted box off!" a friend countered once, as we were discussion television. Well, that's the whole point – the reason you switch channels or turn the blasted box off is, It irritates you with stupid broadcasts and intrusive commercials.

So that was a TV watcher. A game player, on the other hand, lives through a very different experience of constant detachment from the real environment, and in that process the only thing that matters to him or her is adequatly reacting to events of the game world. It is taken for granted that the game player is the center of the game's universe, the protagonist of the events unfolding. Unlike identifying yourself with an action movie hero, with games you really are the hero. It's the natural rule of the medium.

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