Pop culture

Video games has opened a new culture in the world of entertainment leading to the emergence of a new form of popular culture. It is recorded that the initial games used interactive electronic devices with various display formats. Some of the earliest examples of video games the Cathode ray tube Amusement Device that was filed for a patent on 25 January 1947 by Thomas T. Goldsmith Jr. and Estle Ray Mann. The two designers were deeply inspired by radar display tech that was made up of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen.
While there has been a great element of changes leading to ink split on video game culture, the actual definition of the term is often treated as common sense to many people. The unraveling of the discourses surrounding video game culture offers room for people to envisioned in the power dynamics involved in attributing certain characteristics to it, as well as naming it. This approach has implications for how video games are studied as well as how they are interlinked with how culture is studied more broadly. By critically examining how video game culture has been defined in both press and academic articles, this paper seeks to elaborate how this cultural aspect has emerged to be considered on the most advanced forms of the popular culture.
According to Tom Bissell in Extra Lives: Why video games matter, the rise of video in the current generation has resulted to the emergence of a new form of popular culture. He admits his great love and passion for the games. It is recorded that millions of adults all over the world, spend several hours every week playing video games leading to the growth of the industry. It is estimated that the industry is likely to outdo the film industry in Hollywood. However, the