Betekenis van:
video game

video game
Zelfstandig naamwoord
  • deel v.e. tennisset
  • a game played against a computer

Synoniemen

Hyperoniemen

Hyponiemen

video game
Zelfstandig naamwoord
  • spelletje op de computer
  • a game played against a computer

Synoniemen

Hyperoniemen

Hyponiemen


Voorbeeldzinnen

  1. He likes that video game very much.
  2. They amused themselves by playing a video game.
  3. I possess three kinds of video-game machines.
  4. The thrilling video game took all my attention.
  5. Sega used to make video game consoles a long time ago.
  6. The same word can mean different things to different people: "headshot" doesn't mean the same thing to actors and video game players.
  7. If you experience any of the following symptoms while playing a video game - dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions - immediately discontinue use and consult your physician before resuming play.
  8. Bundesverband der Entwickler von Computerspielen e.V. (Federal German Association of Video Game Manufacturers).
  9. Ubisoft, TIGA [4], GAME [5], APOM [6] and EGDF [7] stress that, in their view, video games are cultural products.
  10. Does not include: equipment for the reception, recording and reproduction of sound and pictures (1.14); video-game software (1.16).
  11. Although the contribution made by European creative collaborators may have an indirect effect on the European cultural nature of a video game, the location- and nationality-related criteria still have no direct link to the cultural content of eligible video games given the characteristics peculiar to the video game sector.
  12. Data can be transferred from the video game machine to the monitor or the television set via the cable and the data may, depending on the content, be visualised as a video game, video or still image or reproduced as sound.
  13. By contrast, ISFE [8], which represents video game publishers (including Sony, Microsoft, Nintendo and Vivendi), argues that video games could not be regarded as cultural products but only as interactive entertainment products.
  14. The video game market is, to a large extent, a global market on which games for consoles account for two thirds of sales.
  15. Demand is determined by regular renewal and destruction, on average every six years, of household video game equipment (consoles and PCs).