Mémoire
| Résumé : | Nowadays, the video games can, in many aspects, be compared to the movies. They not only employ competent and well-known actors and composers, but their stories and concepts often influence film makers. Nevertheless, for many years video games have been narrowed down to a mere time consumer offering nothing no positive effects. Because of that, video game players have been presented through an unfavourable light as well. Video games have also been blamed for many social deviations and socio-political problems. Building on these presuppositions, it asks: why is the electronic entertainment approached differently than movies and to what extent people’s imaginaries of the video games and the framing of the medium influence games’ legal classification? In order to support this argument and these findings, a questionnaire was sent to people from different age groups. Based on an existing literature about the relation between the public opinion, mass media and the legislation, the results of this research have shown that the images shared by the common idea can influence the legal approach to the medium. At the same time, it was found that the framing of the video games by the media has a massive influence on the tendencies of people when looking at the games themselves. Therefore, the findings open up a debate on the social and legal maturity of the video games as a medium, as well as their artistic value. |





