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From Pixels to Sensation: How Late 20th-Century Video Game Advertising Learned to Depict What Can Only Be Experienced

This project is a student project at the School of Design or a research project at the School of Design. This project is not commercial and serves educational purposes

What Was Video Game Advertising Really Selling?

A video game is more than just an image. While an image appears on the screen, the pleasure comes from what the player *does*: choosing, failing, retrying, or recognizing a pattern. Print advertising of the late 20th century sold a product whose most crucial feature—the ability to act—was absent from the page itself. This gave rise to its primary design challenge: finding a visible form for an invisible action.Some ads addressed this literally: they printed a series of in-game screenshots, connected them with arrows, a caption, or montage. Others eschewed showcasing the mechanics, instead building desire around a character, a symbol, a photograph, or an unexpected phrase. These approaches do not form a ladder of progression; they existed simultaneously within the same magazine, and even in ads for the same game.
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The Sims. Advertisement, PC Gamer. 2000

From Pixels to Sensation: How Late 20th-Century Video Game Advertising Learned to Depict What Can Only Be Experienced
Project created at 03.11.2026