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The rise of interactive and gamified media has further deepened the immersion of entertainment content. Video games have shed their reputation as a niche hobby to become the highest-grossing entertainment industry globally, offering complex narratives and social spaces that rival traditional cinema in their emotional scope. The popularity of competitive esports and open-world exploration demonstrates a shift in audience desire; modern consumers want agency. They no longer wish to simply watch a hero save the world; they want to be the hero. This desire for agency extends into the phenomenon of fandom, where audiences actively participate in the expansion of media universes through fan fiction, fan art, and theorizing, effectively blurring the line between intellectual property and communal folklore.

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: Used to isolate and wall off enemies, preventing the standard "brawl" style of play. Roadhog/Orisa (Halt-Hook) They no longer wish to simply watch a

: A well-known competitive team name in Overwatch history, famous for their unique "off-meta" playstyles.