Video Games (Evolving Media, Paper 2, Part A) Flashcards
(8 cards)
Covid’s influence on gaming
- thanks to COVID, video games have become the fastest growing sector in the world, amassing over £4.4bn annually (in 2011, so the figures are undoubtedly much greater now)
- people used gaming as a sort of escapism from the depressive state of the world
- gaming also allowed people a type of social interaction that they were otherwise unable to get since people could not leave their houses
How can video game genres be determined?
genres do not exist individually
traditional genres - horror, comedy, etc
or the way the game is played, such as a third-person shooter game or social simulator
Ludology
definition - the study of video games
a focus on interactivity within the game, as video games by their very definition, must have an active player and therefore move away from the passive audience of TV or film
- audiences are able to control the outcome of the game
- the introduction of VR is making games even more immersive with the evolution of 3D worlds
How can games styles be defined?
gameplay focus
narrative focus
Gameplay focus
there is a prominent focus on the way the player uses the controls to navigate the game
the games reward skill and timing, and whilst they appear rather simple, they can take time to master
yet the story/narrative can be an afterthought which can lead to limited film/tv fans
Narrative focus
Prominent focus on the story and characters
Gameplay can be highly skill-based but might allow easier difficulty progression curves
More cutscenes/cinematics resulting in less interactivity and a more film feeling style
Many gamers might find these games too easy, or not interactive enough
Video games style - Genre hybridity
We have already defined that genre is not fluid, with many games aiming to strike a balance between gameplay and narrative focus to appeal to a wider audience