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Game theory: Ludology versus Narratology - Coursework Example

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Over the past decades, discussions and debates pertaining to the video game phenomenon have become highly popular not only among the academicians but also the general public. In twenty first century, the lives of millions and millions of people from across the world are substantially influenced by video games (Pratchett, 2005)…
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Game theory: Ludology versus Narratology
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Download file to see previous pages Pratchett (2005) has shown that, in the age group of 6-65, fifty nine percent of the population are gamers. The cultural importance of video games and computer games is increasing day by day. Video games as products of cultural and creative industries are too dispensable if one is to take account of its importance as a prominent cultural determinant.
Still, there might be traditional games which are more popular than video games. However, when thinking in those lines will not help to see the 'differences' with video games. Certainly, the influence of video games at present is more far reaching and deeper than traditional forms of art such as movies. Even the 'real sports' are not able to withstand the competition from video games in terms of popularity. Moreover, the important fact is that the influence or popularity of video games is of a different type. Video games have more or less determining role in the current state of affairs of the culture of the land. Video games have become one of the important means of socialisation in present world where the information and entertainment industries have unprecedented growth and market share. Newer forms of communication have emerged along with the spread of video games. The way millions perceive the world too is shaped by the contents of video games which they happened to be attached to. Since video games differently affect the cultural life of millions, discussing the video games must be different sort of exercise in order to capture the distinctive content of video games.
b). The Making of the Video Game Revolution
Neither video games nor the video game revolution are easy to be concretely defined. Simply speaking, video games are electronic games, which enable specific interactions between users and a video device. Video games are usually played in electronic systems which are known as platforms. Personal computers and video game consoles are the common types of platforms. Video games could be manipulated through an input device, normally known as game controller, which would be different in each platform. The common element of all the video games is visual feedback. Through video games, players get information and interactions.
The history of the making of the video game revolution is not a linear one. Video games have a composite history and its development did not follow a straight line. It is emerged from a delicate synthesis of components from multiple and diverse sources. Basic games based on interactive electronic devices were the preliminary forms of video games. Thomas T. Goldsmith Jr. and Estle Ray Mann, in 1947, conceived the idea of "Cathode Ray Tube Amusement Device, which subsequently issued with a U.S Patent in 1948. Initially, the means of display were different from one video game to another. While PC games are played on a personal computer with a video monitor of high resolution, a console game is played on an electronic device which is coupled with a composite video monitor or a television set. Arcade game is specifically designed for a particular set of game. Based on methods of playing, game set up and so on, genres of video games are categorised. New genres of video games emerge as new styles of video games develop. Certainly, the category of video games is a broad ...Download file to see next pagesRead More
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