Video game in the context of "Special effect"

Play Trivia Questions online!

or

Skip to study material about Video game in the context of "Special effect"

Ad spacer

⭐ 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.

↓ Menu

>>>PUT SHARE BUTTONS HERE<<<
In this Dossier

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.

↑ Return to Menu

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.

↑ Return to Menu

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.

↑ Return to Menu

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.

↑ Return to Menu

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.

↑ Return to Menu

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.

↑ Return to Menu

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.

↑ Return to Menu

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.

↑ Return to Menu

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.

↑ Return to Menu