Lab+1

LAB 1 Submission

//Video games can definitely be considered as another new mass media, because it is a medium that provides numerous individuals world-wide, with the opportunity to interact with an entertainment system. The Pokemon case study reflects this through the estimation that at Pokemons height, half of all Japanese seven to 12-year olds were avid players of the video game. // Video games can be considered as a different medium from conventional movies and music because they exist in many different forms. For instance Pokemon went from being a Nintendo video game to a card collecting and trading game and was featured in animated feature films and television series.  Movies and music on the other hand, do not develop in such a manner. Furthermore videogames have an interactive element that involves users whereas in the case of movies and music the interaction is much more passive considering the fact that users simply sit back, with the extent of their interaction involving just watching and listening. The fantasy- based quality of videogames has also been known to draw in its users in a more intimate manner, as the system requires the user to be an active participant. According to the case study the play of video games is also being described as having distinct cultural practices. This is yet another characteristic that makes videogames different, for as the video-clip in Lab # 2 showed, videogames developed as very popular culture, with individuals playing as careers and being glorified for their ability competitively play in front of tons of fans. It can be said that videogames are “catching on” because it is quite a diverse and growing market. As the case study states: t hey are becoming more commercially driven and videogames can be considered as the most thoroughly transnational form of popular culture due to the fact that both the narratives and the characters are influenced by both America and Japan. This enables for a market appeal that breaks barriers and crosses borders offering a wide selection of games to individuals from various walks of life ranging from children to adults.