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Are Video Games Now More Sophisticated Than Cinema?

Are Video Games Now More Sophisticated Than Cinema?

“Are video games much more complex than cinema today?” is a question that triggers extensive discussions among different forms of entertainment. With the progression in gaming technology and the popularity of games to video games such as the ones in the LA Noire, some consider gaming superior to cinema in terms of complexity and understanding. An article by Jane Graham, “Are Video Games More Sophisticated than Cinema?” elaborates on this discussion by evaluating and comparing the effects of video games and films, the plots, and other aspects of involvement. What is inspiring here is that Graham’s piece is thought-provoking, and it reflects on what is more valuable in the context of the two mediums: benefits or drawbacks. This essay will evaluate how appropriately Graham employs comparison to support her statement by considering her purpose, options, and points chosen for contrast, as well as organizational patterns to show the importance of this sort of exploration. Ultimately, the article overturns how people perceive the art of storytelling in today’s media and leaves us questioning which form truly reigns supreme.

Purpose

The article’s author, Graham, seeks to contribute to the never-ending discussion of whether video games might become as culturally and intellectually deep as cinema. Her main concern is to reveal the facts and subtlety of video games and how they are regarded in comparison with films. It goes under the observation of Raymond Boyle, a professor of communications who points out that gaming is striving for “acceptance, a place at the broader cultural table” (Graham). From this quote, one can fully grasp what Graham’s argument is about; both mediums struggle to be appreciated and granted social value. By concentrating on how video games were once a marginal activity but are now regarded as products of great artistic and economic value, Graham manages to use this comparison rather well. Her selection of the purpose is understandable and implies the article’s overall tone as she tries to determine if gaming is capable of making people think and feel like cinema does. The purpose is well-established and drives the discussion forward, making the audience question their previous assumptions about both media.

Item Selection

Graham’s article provides an example of how items are selected to create a necessary comparison for the argument. Therefore, Graham incorporates specific aspects such as the financial performance of both industries, the game’s complexity in newer productions such as LA Noire, and the cinematic experience of gaming. She highlights how games like Call of Duty:  Black Ops made over $1 billion in sales, surpassing the revenue of most Hollywood films (Graham). These examples prove that video games generate lucrative business while being able to create meaningful narratives for the players (Goh et al.). Instead, she also recalls the more conventional perception of cinema. Referring to Geoff Andrew’s opinion, she points out that films, such as Vertigo, are only too complicated psychologically to be emulated by games. The choice of these specific examples enables Graham to show the advantages and disadvantages of each medium, thus presenting a balanced discussion of the issue.

Points of Comparison

Graham’s points of comparison are chosen in such a way as to accentuate the specific features of video games and cinema. She points out the differences between video games and such a form of games where the player is the one who directs the events, unlike in the case of a film. Video game players “decide which way to go” and always make decisions that shape the final result, and in films, the director decides the pace and structure that the viewer sees. This comparison is helpful because it points out how the two media approach the audience. She also contrasts the kind of bond that can be nurtured with the characters in films in contrast with films in video games. In the context of video games, characters can be seen as puppets manipulated by the player, which does not allow them to develop as deep emotions as in the case of the films where viewers can experience such things as the sparks between Bogart and Bacall in The Big Sleep by Howard Hawks. These comparisons focus on how one medium offers one thing while another offers something else, and some of Graham’s comparisons effectively demonstrate that while video games allow one to interact with them, films allow one to feel something that may not be easily captured in a game.

Organization

Graham has arranged her article in a logical manner that assists her in developing her argument while also ensuring that the reader can follow easily. Graham analyzes the story of the video game industry and its increasing role in the culture. She analyzes this by offering the outcomes of the finance industry. From there, she analyzes a higher level, comparing the aesthetic value of movies like Inception to the interactivity of games like LA Noire. By putting these sections in this order, Graham guides the reader from a general concern of commercial appeal to the dichotomy of narrative and the feeling that the film’s subject evokes. This organization also provides her with the framework that enables her to make a cumulative argument regarding the effectiveness of both mediums while arriving at a balanced conclusion. Thus, the main text’s organization helps the reader understand the convolutions of the discussed topic and follow Graham’s main line of thought throughout the article.

Conclusion

In conclusion, Graham effectively compares video games and cinema. She posts a clear purpose, choosing the proper examples, providing thought-provoking points of comparison, and having a good structure. Her analysis makes the reader evaluate the merits and demerits of both mediums. This leaves the question of whether video can be superior to cinema. Nonetheless, whether video games will reach a similar cultural and emotional value as cinema as both industries progress is unclear. However, Graham’s article is good as it presents the debate and challenges the readers to rethink the narratives in emerging media technologies. With gaming constantly evolving and advancing, the primary and the video may continue merging, thus making the two forms of entertainment enjoy their distinctiveness in the modern world.

Works Cited

Goh, Edward, et al. “Unravelling the Complexity of the Video Game Industry: An Integrative Framework and Future Research Directions.” Telematics and Informatics Reports, vol. 12, Dec. 2023, p. 100100, https://doi.org/10.1016/j.teler.2023.100100.

Graham, Jane. “Are Video Games Now More Sophisticated than Cinema?” The Guardian 2 (2011).

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Question 


Directions: Read one of the following essays: Read one of the following essays: Chris Lee’s “Invasion of the Body Builders” or Graham’s “Are Video Games Now More Sophisticated Than Cinema?” Write a 3-4 page essay discussing the effectiveness of the author’s comparison techniques. Follow the writing process by completing each of the following: prewriting, planning, rough draft, revising, and publishing. Evidence of each stage of the writing process must be submitted. MLA format must be followed. Each paragraph must be seven to ten sentences.

Are Video Games Now More Sophisticated Than Cinema.

Are Video Games Now More Sophisticated Than Cinema.

The introduction of the essay must begin with a quote, an example/story, surprising fact/idea, strong opinion, or ask a question. Background information briefly summarizing the analyzed article must be provided. The introduction must end with a thesis statement. The thesis statement must indicate what is being analyzed, how it is being analyzed, and why it is being analyzed. The introduction must be seven to ten sentences in length.
Each body paragraph must begin with a clear topic sentence and end with a strong concluding sentence. The topic and concluding sentences must align. The ideas must be arranged in a logical order as outlined by the thesis of the essay. Support your ideas by quoting directly from the source. Each body paragraph must have at least one quote as support. Each quote must be explained as to how it shows the analytical principle. Topics to highlight include purpose, item selection, points of comparison, organization, arrangement, and ethics. Not all topics need to be addressed in the essay: it is better to extensively analyze a few (3-4) of the elements. Each body paragraph must be a minimum of seven to ten sentences.
The conclusion of the essay must tie back to the introduction’s attention grabber. There must be one sentence for each body paragraph that summarizes that body paragraph. The conclusion must end with a mic drop. The conclusion must be a minimum of seven to ten sentences.
Grammar and mechanics will be graded for accuracy. Particular attention will be given to topics previously covered in class. Papers with more than ten errors of topics covered in class will receive a score of “No Grade.”