Video games in the context of Artificial intelligence (video games)


Video games in the context of Artificial intelligence (video games)

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⭐ Core Definition: Video games

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 games in the context of Audience

An audience is a group of people who participate in a show or encounter a work of art, literature (in which they are called "readers"), theatre, music (in which they are called "listeners"), video games (in which they are called "players"), or academics in any medium. Audience members participate in different ways in different kinds of art. Some events invite overt audience participation and others allow only modest clapping and criticism and reception.

Media audience studies have become a recognized part of the curriculum. Audience theory offers scholarly insight into audiences in general. These insights shape our knowledge of just how audiences affect and are affected by different forms of art. The biggest art form is the mass media. Films, video games, radio shows, software (and hardware), and other formats are affected by the audience and its reviews and recommendations.

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Video games in the context of Demons

A demon is a malevolent supernatural entity. Historically, belief in demons, or stories about demons, occurs in folklore, mythology, religion, occultism, and literature; these beliefs are reflected in media includingfiction, comics, film, television, and video games. Belief in demons probably goes back to the Paleolithic age, stemming from humanity's fear of the unknown, the strange and the horrific. In ancient Near Eastern religions and in the Abrahamic religions, including early Judaism and ancient-medieval Christian demonology, a demon is considered a harmful spiritual entity that may cause demonic possession, calling for an exorcism. Large portions of Jewish demonology, a key influence on Christianity and Islam, originated from a later form of Zoroastrianism, and was transferred to Judaism during the Persian era.

Demons may or may not be considered to be devils: minions of the Devil. In many traditions, demons are independent operators, with different demons causing different types of evils (destructive natural phenomena, specific diseases, etc.) in general, while devils appear more often as demons within a theologial framework; demons opposing the Divine principle. As lesser spirits doing the Devil's work, they have additional duties— causing humans to have sinful thoughts and tempting humans to commit sinful actions.

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Video games in the context of Superhero

A superhero or superheroine, is a character who typically possesses superpowers or abilities beyond those of ordinary people, is frequently costumed concealing their identity, and fits the role of the hero, typically using their powers to help the world become a better place, or dedicating themselves to protecting the public and fighting crime. Superhero fiction is the genre of fiction that is centered on such characters, especially, since the 1930s, in American comic books (and later in Hollywood films, film serials, television and video games), as well as in Japanese media (including kamishibai, tokusatsu, manga, anime and video games).

Superheroes come from a wide array of different backgrounds and origins. Most superheroes (for example, Superman and Spider-Man) usually possess non-human or superhuman biology, while others (such as Batman and Iron Man) derive their status from advanced technology they create and use, but some of them may use or possess objects that have superhuman, mystical, or alien powers (such as Green Lantern and He-Man), or study and practice magic to achieve their abilities (such as Doctor Fate and Doctor Strange). The Dictionary.com definition of "superhero" is "a figure, especially in a comic strip or cartoon, endowed with superhuman powers and usually portrayed as fighting evil or crime," and the Merriam-Webster dictionary gives the definition as "a fictional hero having extraordinary or superhuman powers; also: an exceptionally skillful or successful person." Terms such as masked crime fighters, costumed adventurers or masked vigilantes are sometimes used to refer to characters such as the Spirit, who may not be explicitly referred to as superheroes but nevertheless share similar traits.

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Video games in the context of Popular culture

Popular culture (also called pop culture or mass culture) is generally recognized by members of a society as a set of practices, beliefs, artistic output (also known as popular art [cf. pop art] or mass art, sometimes contrasted with fine art) and objects that are dominant or prevalent in a society at a given point in time. Popular culture also encompasses the activities and feelings produced as a result of interaction with these dominant objects. Mass media, marketing, and the imperatives of mass appeal within capitalism constitute the primary engines of Western popular culture—a system philosopher Theodor Adorno critically termed the 'culture industry'.

Heavily influenced in modern times by mass media, this collection of ideas permeates the everyday lives of people in a given society. Therefore, popular culture has a way of influencing an individual's attitudes towards certain topics. However, there are various ways to define pop culture. Because of this, popular culture is something that can be defined in a variety of conflicting ways by different people across different contexts. It is generally viewed in contrast to other forms of culture such as folk culture, working-class culture, or high culture, and also from different academic perspectives such as psychoanalysis, structuralism, postmodernism, and more. The common pop-culture categories are entertainment (such as film, music, television, literature and video games), sports, news (as in people/places in the news), politics, fashion, technology, and slang.

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Video games in the context of Fantasy

Fantasy is a genre of speculative fiction that involves supernatural or magical elements, often including completely imaginary realms and creatures.

The genre's roots lie in fantasy literature and drama. From the twentieth century onward, it has expanded into various media, including film, television, graphic novels, manga, animation, and video games.

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Video games in the context of Pastime

A hobby is considered to be a regular activity that is done for enjoyment, typically during one's leisure time. Hobbies include collecting themed items and objects, engaging in creative and artistic pursuits, playing sports, or pursuing other amusements or avocations. Participation in hobbies encourages acquiring substantial skills and knowledge in that area. A list of hobbies changes with renewed interests and developing fashions, making it diverse and lengthy. Hobbies tend to follow trends in society. For example, stamp collecting was popular during the nineteenth and twentieth centuries as postal systems were the main means of communication; as of 2024, video games became more popular following technological advances. The advancing production, technology, and labour movements of the nineteenth century provided workers with more leisure time to engage in hobbies. Because of this, the efforts of people investing in hobbies has increased with time.

There are various types of hobbies, which can be classified in various ways, including subject matter, degree of time commitment, and social versus solitary nature. The Serious Leisure Perspective of Robert Stebbins identifies hobbies under three sub-categories: casual leisure, which is intrinsically rewarding, short-lived, pleasurable activity requiring little or no preparation; serious leisure, which is the systematic pursuit of an amateur, hobbyist, or volunteer that is substantial, rewarding and results in a sense of accomplishment; and finally project-based leisure, which is a short-term, often one-off, project that is rewarding.

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Video games in the context of Illustration

An illustration is a decoration, interpretation, or visual explanation of a text, concept, or process, designed for integration in print and digitally published media, such as posters, flyers, magazines, books, teaching materials, animations, video games and films. An illustration is typically created by an illustrator. Digital illustrations are often used to make websites and apps more user-friendly, such as the use of emojis to accompany digital type. Illustration also means providing an example; either in writing or in picture form.

The origin of the word "illustration" is late Middle English (in the sense ‘illumination; spiritual or intellectual enlightenment’): via Old French from Latin illustratio(n-), from the verb illustrare.

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Video games in the context of Creepypasta

A creepypasta is a horror-related legend which has been shared around the Internet. The term creepypasta has since become a catch-all term for any horror content posted onto the Internet. These entries are often brief, user-generated, paranormal stories that are intended to frighten readers. The subjects of creepypasta vary widely and can include topics such as ghosts, cryptids, murder, suicide, zombies, aliens, rituals to summon supernatural entities, haunted television shows, and video games. Creepypastas range in length from a single paragraph to extended multi-part series that can span multiple media types, some lasting for years.

In the mainstream media, creepypastas relating to the fictitious Slender Man character came to public attention after the 2014 "Slender Man stabbing", in which a 12-year-old girl was stabbed by two of her friends; the perpetrators claimed they "wanted to prove the Slender Man skeptics wrong". After the murder attempt, some creepypasta website administrators made statements reminding readers of the "line between fiction and reality". This case is part of a pattern of people, especially children, developing misconceptions around the reality of creepypastas.

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Video games in the context of Video game livestreaming

The live streaming of video games is an activity where people broadcast themselves playing games to a live audience online. The practice became popular in the mid-2010s on the US-based site Twitch, before growing to YouTube, Facebook, China-based sites Huya Live, DouYu, and Bilibili, and other services. By 2014, Twitch streams had more traffic than HBO's online streaming service, HBO Go. Professional streamers often combine high-level play and entertaining commentary, and earn income from sponsors, subscriptions, ad revenue, and donations.

Both AAA and indie developers have circumvented rising development costs by utilizing the free advertising live streaming provides. Independent titles such as Fall Guys, Rocket League, and Among Us are examples of games that have experienced a huge increase in player base as a result of streaming. Esports have also gained significant traction and attention from the accessibility of live streaming, and streaming has even been used as a method to raise awareness of social issues and money for charity.

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Video games in the context of Heads-up display (video games)

In video games, the HUD (heads-up display) is the method by which information is visually displayed to the player as part of a game's user interface. It takes its name from the head-up displays used in modern aircraft.

The HUD is frequently used to simultaneously display several pieces of information including the player character's health points, items, and an indication of game progression (such as score or level). A HUD may also include elements to aid a player's navigation in the virtual space, such as a mini-map.

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Video games in the context of D-pad

The D-pad (short for directional pad) is a compact input method developed for video games, designed to translate thumb movement into directional control through a flat, cross-shaped surface that rests on four internal switches. Each switch corresponds to a cardinal direction (up, down, left, and right), while diagonal inputs engage two switches simultaneously, enabling eight-directional control at 45-degree intervals. Beneath the center, a pivot mechanism tilts the pad, preventing all four switches from being pressed at once and enhancing tactile feedback.

When introduced, the D-pad offered a space-saving, precise input method at a time when bulky joysticks dominated the market. Although analog sticks have largely superseded D-pads as the primary directional input in modern gamepads, the D-pad's compact, intuitive, and versatile design has led to its adoption in a wide range of devices, including remote controls, calculators, PDAs, mobile phones, and car stereos.

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Video games in the context of Non-player character

A non-player character (NPC) is a character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster (or referee) rather than by another player. In video games, this usually means a computer-controlled character that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence.

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Video games in the context of Dungeons & Dragons

Dungeons & Dragons (commonly abbreviated as D&D or DnD) is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules (TSR). It has been published by Wizards of the Coast, later a subsidiary of Hasbro, since 1997. The game was derived from miniature wargames, with a variation of the 1971 game Chainmail serving as the initial rule system. D&D's publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry, which also deeply influenced video games, especially the role-playing video game genre.

D&D departs from traditional wargaming by allowing each player to create their own character to play instead of a military formation. These characters embark upon adventures within a fantasy setting. A Dungeon Master (DM) serves as referee and storyteller for the game, while maintaining the setting in which the adventures occur, and playing the role of the inhabitants of the game world, known as non-player characters (NPCs). The characters form a party and they interact with the setting's inhabitants and each other. Together they solve problems, engage in battles, explore, and gather treasure and knowledge. In the process, player characters earn experience points (XP) to level up, and become increasingly powerful over a series of separate gaming sessions. Players choose a class when they create their character, which gives them special perks and abilities every few levels.

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