Video games in the context of "Popular art"

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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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