Jeux d’arcades et catch : spectateur, joueur, sutures
This text focuses on four licensed arcade games adapting the World Wrestling Federation (WWF) brand of televised pro-wrestling between 1989 and 2000. The article first replaces these games in a double chronology, that of arcade video-games and that of televised pro-wrestling, to show that in both ca...
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| Pubblicato in: | URI:https://journals.openedition.org/rrca, |
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| Autore principale: | |
| Natura: | Article ou chapitre numérique |
| Lingua: | Français |
| Pubblicazione: |
Revue de recherche en civilisation américaine
2013
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| Soggetti: | |
| Accesso online: | Accès Université d'Orléans et IFPM |
| Riassunto: | This text focuses on four licensed arcade games adapting the World Wrestling Federation (WWF) brand of televised pro-wrestling between 1989 and 2000. The article first replaces these games in a double chronology, that of arcade video-games and that of televised pro-wrestling, to show that in both cases, they followed well-established trends. It then focuses on the strategies used by the first two games to compensate for their technical limitations, which prevented them from accurately replicating or citing televised images. Finally, it addresses the case of the two more recent games, which succeed in replicating these images but find themselves caught between two genres with conflicting codes: arcade fight games on the one hand and televised pro-wrestling on the other. |
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