Original size 1098x1479

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.
0
1/2

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
We use cookies to improve the operation of the HSE website and to enhance its usability. More detailed information on the use of cookies can be fou...
Show more