“…Some have argued that cut-scenes are “a passive mode of narrative” (Ip, 2011a, p. 108; see Klevjer, 2014, p. 485) because they interrupt the gameplay. In the current era of videogame research many contend that videogames use cut-scenes to transcend cinematics (Denson, 2020, pp.12–14; Ramsay, 2020; Veale, 2012), as the camera’s integration with the character, for one example, forms something beyond cinema and gameplay—a hybridity (see Weise, 2003, quoted in Klevjer, 2014, p. 486; see Rehak, 2003, p. 109). In pinball games, the visual component of the screen attached to the pinball machine does not contain passive footage, but rather complementary details to explain the narrative and the game’s objectives.…”