Reading Bogost’s chapter Snapshots helped me imagine a world, more so than many of the other chapters, where video games are readily accepted as a formal media, such as photograph, film, and literature. It is interesting that a cultural barrier, almost a taboo, surrounds video games so that even the notions of ‘electronic mediations’ and ‘media/digital culture’ are forbidden, or at least giggled at. Bogost suggests that once individuals can create their own video games through a creation platform more people “appreciate as a craft” (Bogost 76). While the craft of photography is definitely distinguished from the ‘snapshots’ of everyday life, by entering oneself into the craft, they affirm its value. I know that I still have a sort of taboo around video games, but I think its entirely plausible that if I could create my own, I’d appreciate the truly spectacular ones. Some fear that disseminating a craft to the masses will decrease its value through popularization but for a budding formal media, acceptance by the masses can only substantiate it. One can easily understand the laborious value of creating a video game, but not necessarily its ‘artistic’ value (going back the question of, ‘are video games art?’). It is not until one holds the crafting tools in their hands that they understand what it truly means as a craft.