ABSTRACT

With an overview of two multinational entertainment companies, Capcom and Konami and a critical exploration of their respect game engine technologies, this chapter proposes how we might engage with the study of a relatively immaterial or “difficult” object. The goal is to complement traditional studies of video games that might focus on their representational politics, their audiences and their production communities by introducing the matter of software. This chapter develops a method for fully understanding and evaluating the core technologies of visual (game) culture.