Video gaming used to be the most resilient industry in the world: then someone pressed pause
In the book 'Tasto Pausa', author Luca Tremolada recounts the metamorphosis of one of the most creative markets on the planet, which now has to find the strength and courage to move up a level.
We publish an excerpt from the introduction of the book 'Tasto Pausa' (Sole 24 Ore) on newsstands for a month with Il Sole 24 Ore from Tuesday 16 December and in bookshops from 23 January.
Consider a video gamer: not a very young one, but not from the Pong era either. Not a youtuber who plays live video games for a living. But not even a pro player who makes a living playing games, i.e. a professional who perhaps has a sponsor, trains and participates in e-sports tournaments for a living. Consider, in short, a 'structured' one who has a job, who gets up every morning, goes shopping and pays the bills. A normal person, in short, who listens to music, reads books, sometimes plays sports, occasionally goes out in the evening and occasionally plays video games. Occasionally, because he doesn't have all the time. Here, consider those who, in spite of everything, lose a bit of their day to games when they can. And he's not the least bit ashamed to admit it. Even in front of strangers. If you recognise yourself in the description, know that you are not alone.
From Generation X onwards, video games have entered by force into the media diet of those who live in that part of the bourgeois world where there is the internet, supplements and food diets. Those who are over forty grew up with the Atari VCS and the VIC-20, they played Pac-Man for the first time in the bar next door, when there was still no ban on smoking in public places. In the living room at home, he placed his PlayStation under the television set. On his desk he plugged a joystick into his PC. And when smartphones arrived, he continued to play with apps.
In return, as a sign of gratitude for the trust granted, digital games, in less than sixty years, have spread everywhere: in the latest generation TV sets, mobile phones, virtual reality helmets, work notebooks, tablets and inside every screen we have at home. They are a piece of our collective imagination, they have influenced cinema and TV, contaminated media arts, and finally turned into language. Those who practice them know this, they are a second language, a social code, something we sometimes feel the need for.
To video games we owe many of the innovations that have become part of our lives: such as the development of touch displays, the ones we have on our smartphones, three-dimensional graphics in cinema and the success of the GPU (Graphics Processing Unit), which is what made artificial intelligence the planetary revolution it is today.



