This results in new insights for the question of genre in video games, as it is established that genre is rooted not in game mechanics, but in game aesthetics that is, play-experiences that share a phenomenological and pragmatic quality, regardless of their technical implementation. This model is tested through the history and analysis of the First-Person Shooter genre. Evolution is linked to the processes of innovation, and so a model of innovation is laid out from a compare-and-contrast approach to literary and film genre innovation. The technological imperatives that characterize video game production are also pinpointed as relevant to the establishment and development of video game genres. After a comparative analysis, video game genres are found to differ from literary and film genres precisely on the basis of evolution. Using the concept of genre requires one to acknowledge the recent developments of genre theory in other fields of research one such development is the contestation of the idea of generic evolution. This paper provides a critical overview of the notion of genre in game studies and in the video game industry. Note: an updated version of this article can be found in my dissertation (Chapter V) Therefore, a comparatist should always be aware of the specificities of the particular medium. Furthermore, modern style games increasingly put the camera in the hands of the gamer. In newer games film style cinematography is possible but not all gamers are versed in film cues. In mise-en-scène the way a game visualizes setting and props depends on the technical capabilities of the system the game is played on. In addition, the changing game demographics have prompted a rethinking of the term for computer games. I will show that genre, in itself already a contested term, is used differently in literary-, film-, and gamestudies. In this article, focussing on the terms genre and mise-en-scène, I point out some of the problems such comparisons can elicit. As these games use (visual) narrative techniques, it is natural to use research methodologies from literary and film studies to analyse them, especially when the game is compared to its filmic or literary counterpart. Computer games are also used in transmedia storytelling. So-called games of progression are often film adaptations or are adapted themselves into other media.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |