Karen Collins brings up some good points about interactivity of video games, especially between the creator and consumer. While in other mediums the creator simply creates something and the consumer merely experiences it, with video games the creator creates and the consumer not only experiences it but also participates in partially creating their own experiences. Collins uses sound as an example, where the player’s character might change the music depending on where they walked or what they did. Other media only hold the consumer’s partial attention, like a television show or radio station playing the background. With a video game, people give their full attention because it is not only engaging physically but also mentally.
Video game music can make or break a game and people do not realize how important music can be. Only video games have looping songs and these tunes have nice to listen to but also not grate on the player’s nerves as they continue playing. Video game sound is also important in the design of games. Horror games, for example, rely heavily on sound for their experience. In horror games, spooky sounds play off screen which is great for instilling tension and unease into players. Or when the monster appears the music picks up as the player attempts to escape. The monster is not only chasing the player’s character, but also the player themself. The more invested players are into their game, the more the character feels like an extension of themselves.