Present-day games of progression are often film adaptations or are adapted themselves into other media. Computer games are also used in transmedia storytelling. 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 equivalent. In this chapter, I will show that genre, in itself already a contested term, is used differently in literary, film and game studies. In addition, the changing game demographics have prompted a rethinking of the term for computer games. I will furthermore show that in mise-en-scène, the way a game visualises setting and props depends on the technical capabilities of the system the game is played on. In newer games, film style cinematography is possible but not all gamers are well versed in film cues. Furthermore, modern style games increasingly put the camera in the hands of the gamer. Because of these differences, the comparatist should always be aware of the specificities of the particular medium or media in question.
CITATION STYLE
Veugen, C. (2012). Computer games as a comparative medium: A few cautionary remarks. In Computer Games and New Media Cultures: A Handbook of Digital Games Studies (pp. 47–59). Springer Netherlands. https://doi.org/10.1007/978-94-007-2777-9_3
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