What is it about?
This article uses the US Supreme Court's decision to protect video games as a form of expression (like movies) to wade into debates about how video games should be understood by scholars and under the law. It considers what it means for games to be "interactive," how much it matters that they are computational software, and whether it makes sense to group all those things we call "video games" into a single category.
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Why is it important?
This article opens the door for raises a lot of ignored questions about how video games should be understood as cultural objects. It also makes crucial connections between the way movies have been understood and censored over time and how video games have been approached.
Read the Original
This page is a summary of: “Why Are Video Games So Special?”: The Supreme Court and the Case Against Medium Specificity, Games and Culture, June 2019, SAGE Publications,
DOI: 10.1177/1555412019857982.
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