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New study argues that video games have same value as novels

Dr Mukherjee himself.
Academic study usually involves the pursuit of knowledge pertaining to a general field - language, art, mathematics, or science. Within these fields, a number of professions and interesting things find a home. Computer and video games, however, have a little bit of trouble fitting in, as they tend to use aspects of all of these fields of scholarship. They use mathematics, they use science, and they use a great deal of art and language skills to convey their narrative.

This subject has been the key focus of a recently completed PhD by the (now) Dr. Souvik Mukherjee who has studied the relationship of computer games and books, and the inherent cultural value of the video game. The paper he presented for his PhD discusses the complexity of non-linear narratives that are present in games, along with the "complex mesh" of possible story lines that can eventuate due to the actions of the player.

Mukherjee's research argues that computer games are more than a cultural spectacle and have true value, with it possible to study video games in the same way as one can study novels and films.

In support of this, he states:
Though often unfairly dismissed as toys for children, computer games are far more complex than that. Most gamers, adults and children alike, play these games because of the stories they tell. So, whilst many focus on the violence in video games, the narrative potential of these games should also be explored.
The value of narrative in computer games, and the strong attachments to characters which can eventuate, is seen by those who play the game, but it something which is difficult to relay to those who do not play computer games. This lack of understanding which is common among non-gamers (in my personal, experience, at least) can be a brick wall in the acceptance of computer games as a mature and captivating medium for not only entertainment, but also as the basis for intellectual discourse.

Games included in Mukherjee's study are titles such as Max Payne, Fallout 3, the original Wolfenstein, Half Life 2 and BioShock.

Mukherjee's study extends to the influence of comics, graphic novels, and other media establish the worth of computer games in a broader context, just as cinema was influenced by novels, theatre and all that came before. He also argues that many novels and films contain "game-like texts" that could be strengthened by being "played", instead of being "read" or "seen". He cites Max Payne, as an example of the strength of the computer game medium, stating that it had such strength as a game, that it warranted a film adaptation.


Max Payne 2, BioShock, Half-Life 2

This can also extend to older media, which were in existence before the video game, as Mukherjee explains:
I believe it has always been the case that games can be read and books can be played. For example, the 1969 novel by John Fowles, The French Lieutenant’s Woman, offers multiple endings and therefore prefigures the format of videogames. Many years ago I suggested that Dante’s Inferno could be read as a videogame, an idea which was met with disbelief. Now a game based on the Inferno has been released, showing that this is an area which is now ready to be explored further.
Assuming that Mukherjee is speaking of the upcoming Dante's Inferno from EA Redwood Shores (which, is yet to be released, but is in development and has been announced, contrary to his statement) there appears to be great merit in his work, which could help the computer and video games gain more acceptance in academic circles, who typically approach the subject with exceptionally cautious steps.
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