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How does the academic study of video games contribute to the broader field of media?

Investigates the interdisciplinary impact of analyzing video games within the realm of media and entertainment studies. It explores the ways in which scholarly examination of video games enhances our understanding of broader cultural, technological, and societal aspects related to media and entertainment.
Like is this homework or general curiosity?
Reply 2
Because every form of entertainment is different from another whilst sharing in common the necessary requirement to be entertaining. What distinguishes videogames from all other artforms is videogames are created by code. Code is required to arrange pixels on a screen, or move to other scenes in the case of Full Motion Video or stills, in response to player input. Other entertainment experiences may allow, or rely on, player input but videogames rely on player input throughout in order to progress. Because player input meeting pixel arrangement are the cornerstone of videogames (plus sound), this allows a creative process by the player limited only by how much the game designer allows or encourages the player to create or explore. Because videogames are not intrinsically a sport (although they can be), player input time can be restricted or extended to whatever the game desires. Furthermore, the game can adopt the style of more than one sport/player input. The game has the luxury of time to teach or trick the player. The game exists in someone's device - it's not on the time leash that going to an amusement park has.
Arrangement. Input. Time. Tutorial or Trickery. Every entertainment form shares something in common with these dynamics. For instance, the movie Scream gave us a tutorial that no famous name is safe. It tricked us because, if a famous name isn't safe, you don't expect them to die in the first 10 minutes. Similarly, a newspaper headline is either a tutorial or trickery. It either tells us the true outline of a story or it is a trick being economical with the truth, a biased concentration on minor points, or a pun, to fit an agenda.
(edited 5 months ago)
Reply 3
The academic study of video games significantly contributes to the broader field of media and entertainment studies by offering insights into evolving forms of interactive storytelling, technological advancements, and cultural impact. Analyzing video games enhances our understanding of how digital media shapes modern entertainment.
(edited 5 months ago)
Reply 4
In addition to my earlier post where I focussed on 'Entertainment':
'Media' is a Latin word meaning an agency, means, or instrument. Videogames, in terms of sight, sound, and space, can mimic or expand upon things that don't exist on a screen. For instance, a videogame can contain a mock newspaper if it so wishes, or, in online mode, can contain regular new information to its players, one of the functions of a newspaper. A videogame can contain a mock TV show, such as in Remedy's or Rockstar's work, often contains full musical scores such as at a concert. A videogame can allow you to interact with a representation of a museum or library, real or otherwise. A videogame can be like a tasting menu of all other media and entertainment, or can focus on just one or two aspects and become a way of experiencing one media in a comprehensive / indepth way.
(edited 5 months ago)

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