Video game in the context of Player (game)


Video game in the context of Player (game)

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⭐ Core Definition: Video game

A video game, computer game, or simply game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience.

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Video game in the context of Fiction

Fiction is any creative work, chiefly any narrative work, portraying individuals, events, or places that are imaginary or in ways that are imaginary. Fictional portrayals are thus inconsistent with fact, history, or plausibility. In a traditional narrow sense, fiction refers to written narratives in prose – often specifically novels, novellas, and short stories. More broadly, however, fiction encompasses imaginary narratives expressed in any medium, including not just writings but also live theatrical performances, films, television programs, radio dramas, comics, role-playing games, and video games.

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Video game in the context of Narrative

A narrative, story, or tale is any account of a series of related events or experiences, whether non-fictional (memoir, biography, news report, documentary, travelogue, etc.) or fictional (fairy tale, fable, legend, thriller, novel, etc.). Narratives can be presented through a sequence of written or spoken words, through still or moving images, or through any combination of these.

Narrative is expressed in all mediums of human creativity, art, and entertainment, including speech, literature, theatre, dance, music and song, comics, journalism, animation, video (including film and television), video games, radio, structured and unstructured recreation, and potentially even purely visual arts like painting, sculpture, drawing, and photography, as long as a sequence of events is presented.

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Video game in the context of Epic (genre)

Epic is a narrative genre characterised by its length, scope, and subject matter. The defining characteristics of the genre are mostly derived from its roots in ancient poetry (epic poems such as Homer's Iliad and Odyssey). An epic is not limited to the traditional medium of oral poetry, but has expanded to include modern mediums including film, theater, television shows, novels, and video games.

Epic poetry dates back millennia to works of literature predating Ancient Greece or the Hebrew Bible, such as the Epic of Gilgamesh. But critique and discourse has continuously arisen over this long period of time, with attempts to clarify what the core characteristics of the “epic” genre really are beginning only in the past two centuries as new mediums of storytelling emerged with developing technologies. Most significantly, the advent of the novel, such as classics like Tolstoy's War and Peace which began to be referred to as “epic novels”, caused critics to reconsider what can be called an “epic”. With this discussion, epic became a larger overarching genre under which many subgenres, such as epic poetry, epic novels, and epic films could fall under. However, the nebulous definitions assigned to even the long-standing ancient epics due to their ubiquitous presence across vastly differing cultures and traditions, are still a topic of discourse for today's literary academics, and have caused lingering difficulties in creating a definitive definition for the umbrella term of “epic” as a genre.

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Video game in the context of Virtual reality

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training), research and business (such as virtual meetings). VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback but may also allow other types of sensory and force feedback through haptic technology.

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Video game in the context of Screenwriting

Screenwriting or scriptwriting is the art and craft of writing scripts for mass media such as feature films, television productions or video games. It is often a freelance profession.

Screenwriters are responsible for researching the story, developing the narrative, writing the script, screenplay, dialogues and delivering it, in the required format, to development executives. Screenwriters therefore have great influence over the creative direction and emotional impact of the screenplay and, arguably, of the finished film.

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Video game in the context of Pre-production

Pre-production is the process of planning some of the elements involved in a film, television show, play, video game, or other performance, as distinct from production and post-production. Pre-production ends when the planning ends and the content starts being produced.

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Video game in the context of Soundtrack

A soundtrack is a recorded audio signal accompanying and synchronised to the images of a book, drama, motion picture, radio program, television program, or video game; colloquially, a commercially released soundtrack album of music as featured in the soundtrack of a film, video, or television presentation; or the physical area of a film that contains the synchronised recorded sound.

In movie industry terminology usage, a sound track is an audio recording created or used in film production or post-production. Initially, the dialogue, sound effects, and music in a film each has its own separate track, and these are mixed together to make what is called the composite track, which is heard in the film. A dubbing track is often later created when films are dubbed into another language. This is also known as an M&E (music and effects) track. M&E tracks contain all sound elements minus dialogue, which is then supplied by the foreign distributor in the native language of its territory.

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Video game in the context of Computer graphics

Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.

Computer graphics is responsible for displaying art and image data effectively and meaningfully to the consumer. It is also used for processing image data received from the physical world, such as photo and video content. Computer graphics development has had a significant impact on many types of media and has revolutionized animation, movies, advertising, and video games in general.

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Video game in the context of History of art

The history of art focuses on objects made by humans for any number of spiritual, narrative, philosophical, symbolic, conceptual, documentary, decorative, and even functional and other purposes, but with a primary emphasis on its aesthetic visual form. Visual art can be classified in diverse ways, such as separating fine arts from applied arts; inclusively focusing on human creativity; or focusing on different media such as architecture, sculpture, painting, film, photography, and graphic arts. In recent years, technological advances have led to video art, computer art, performance art, animation, television, and videogames.

The history of art is often told as a chronology of masterpieces created during each civilization. It can thus be framed as a story of high culture, epitomized by the Wonders of the World. On the other hand, vernacular art expressions can also be integrated into art historical narratives, referred to as folk arts or craft. The more closely that an art historian engages with these latter forms of low culture, the more likely it is that they will identify their work as examining visual culture or material culture, or as contributing to fields related to art history, such as anthropology or archaeology. In the latter cases, art objects may be referred to as archeological artifacts.

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Video game in the context of Superpower (ability)

A superpower is a special or extraordinary ability far greater than what is considered normal, possessed by those of superhuman status. Superpowers are typically displayed in science fiction and fantasy media such as comic books, TV shows, video games, and film as the key attribute of a superhero. The concept originated in American comics and pulp fiction of the 1930s and 1940s, and has gradually worked its way into other genres and media.

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Video game in the context of Film score

A film score is original music written specifically to accompany a film or a television program. The score consists of a number of orchestral, instrumental, or choral pieces called cues, which are timed to begin and end at specific points during the film in order to enhance the dramatic narrative and the emotional impact of the scene in question. Scores are written by one or more composers under the guidance of or in collaboration with the film's director or producer and are then most often performed by an ensemble of musicians – usually including an orchestra (most likely a symphony orchestra) or band, instrumental soloists, and choir or vocalists – known as playback singers – and recorded by a sound engineer. The term is less frequently applied to music written for media such as live theatre, television and radio programs, and video games, and that music is typically referred to as either the soundtrack or incidental music.

Film scores encompass an enormous variety of styles of music depending on the nature of the films they accompany. While the majority of scores are orchestral works rooted in Western classical music, many scores are also influenced by jazz, rock, pop, blues, new-age and ambient music, and a wide range of ethnic and world music styles. Since the 1950s, a growing number of scores have also included electronic elements, and many scores written today feature a hybrid of orchestral and electronic instruments.

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Video game in the context of Trilogy

A trilogy is a set of three distinct works that are connected and can be seen either as a single work or as three individual works. They are commonly found in literature, film, and video games. Three-part works that are considered components of a larger work also exist, such as the triptych or the three-movement sonata, but they are not commonly referred to with the term "trilogy".

Most trilogies are works of fiction involving the same characters or setting, such as The Deptford Trilogy of novels by Robertson Davies, The Apu Trilogy of films by Satyajit Ray, and The Kingdom Trilogy of television miniseries from 1994 to 2022 by Lars von Trier. Other fiction trilogies are connected only by theme: for example, each film of Krzysztof Kieślowski's Three Colours trilogy explores one of the political ideals of the French Republic (liberty, equality, fraternity). Trilogies can also be connected in less obvious ways, such as The Nova Trilogy of novels by William S. Burroughs, each written using cut-up technique.

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Video game in the context of Parody

A parody is a creative work designed to imitate, comment on, and/or mock its subject by means of satirical or ironic imitation. Often its subject is an original work or some aspect of it (theme/content, author, style, etc.), but a parody can also be about a real-life person (e.g. a politician), event, or movement (e.g. the French Revolution or 1960s counterculture). Literary scholar Professor Simon Dentith defines parody as "any cultural practice which provides a relatively polemical allusive imitation of another cultural production or practice". The literary theorist Linda Hutcheon said "parody ... is imitation, not always at the expense of the parodied text." Parody may be found in art or culture, including literature, music, theater, television and film, animation, and gaming.

The writer and critic John Gross observes in his Oxford Book of Parodies, that parody seems to flourish on territory somewhere between pastiche ("a composition in another artist's manner, without satirical intent") and burlesque (which "fools around with the material of high literature and adapts it to low ends"). Meanwhile, the Encyclopédie of Denis Diderot distinguishes between the parody and the burlesque, "A good parody is a fine amusement, capable of amusing and instructing the most sensible and polished minds; the burlesque is a miserable buffoonery which can only please the populace." Historically, when a formula grows tired, as in the case of the moralistic melodramas in the 1910s, it retains value only as a parody, as demonstrated by the Buster Keaton shorts that mocked that genre.

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Video game in the context of Interactive media

Interactive media refers to digital experiences that dynamically respond to user input, delivering content such as text, images, animations, video, audio, and even AI-driven interactions. Over the years, interactive media has expanded across gaming, education, social platforms, and immersive technologies like VR and AR. With the rise of AI-generated content, decision-driven narratives, and real-time engagement, concerns have shifted toward cybersecurity risks, digital well-being, and the societal impact of hyper-personalized media.

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Video game in the context of Action figure

An action figure is a poseable character model figure made most commonly of plastic, and often based upon characters from a film, comic book, military, video game, television program, or sport; fictional or historical. These figures are usually marketed toward boys and adult collectors. The term was coined by Hasbro in 1964 to market G.I. Joe to boys (while competitors called similar offerings boy's dolls).

According to a 2005 study in Sweden, action figures which display traditional masculine traits primarily target boys. While most commonly marketed as a child's toy, the action figure has gained widespread acceptance as collector item for adults. In such a case, the item may be produced and designed on the assumption it will be bought solely for display as a collectible and not played with like a child's toy.

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Video game in the context of Game consoles

A video game console is an electronic device that outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles.

Video game consoles are a specialized form of home computer geared towards video game playing, designed with affordability and accessibility to the general public in mind, but lacking in raw computing power and customization. Simplicity is achieved in part through the use of game cartridges or other simplified methods of distribution, easing the effort of launching a game. However, this leads to ubiquitous proprietary formats that create competition for market share. More recent consoles have shown further confluence with home computers, making it easy for developers to release games on multiple platforms. Further, modern consoles can serve as replacements for media players with capabilities to play films and music from optical media or streaming media services.

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Video game in the context of Graphical user interface

A graphical user interface, or GUI, is a form of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation. In many applications, GUIs are used instead of text-based UIs, which are based on typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.

The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and industrial controls. The term GUI tends not to be applied to other lower-display resolution types of interfaces, such as video games (where head-up displays (HUDs) are preferred), or not including flat screens like volumetric displays because the term is restricted to the scope of 2D display screens able to describe generic information, in the tradition of the computer science research at the Xerox Palo Alto Research Center.

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Video game in the context of Game controller

A game controller, gaming controller, or simply controller, is an input device or input/output device used with video games or entertainment systems to provide input to a video game. Input devices that have been classified as game controllers include keyboards, mice, gamepads, and joysticks, as well as special purpose devices, such as steering wheels for driving games and light guns for shooting games. Controllers designs have evolved to include directional pads, multiple buttons, analog sticks, joysticks, motion detection, touch screens and a plethora of other features.

Game controllers may be input devices that only provide input to the system, or input/output devices that receive data from the system and produce a response (e.g. "rumble" vibration feedback, or sound).

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