What are video games anyways? (Bogost prespective)
The study of video games by Judd Ethan Ruggill and Ken S. McAllister suggests that video games are more than just a game these are "the nexus of engineering". They compared the process of making a video game to an alchemist mixing base material.
The main focus of video game media ecology is its effects and impact on its users, How they are marketed and consumed is the key to finding the role of video games in society. A study from Duke University, Northwestern University, and the University of California suggest how "video games have seeped out of the computer and have been mixed into our real lives" however Bogost argues against it as videogames are microecology and media technology could not be only single factor for society illness.
Instead, he argues that "the more video games can do the more the general public will be willing to accept and be interested in the medium in general" and he says that this might prevent actual violence as video games are capable of driving players away from violent activities.
In some arguments, Bogost indicates video games are far more than just entertainment as their sole purpose this undercuts the study of leisure and a question arises "Are they still game at all?" The Bogost perspective is that games should be understood far more than just as a source of pleasure.
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