Video games as an art form
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The concept of video games as a form of art is a commonly debated topic within the entertainment industry. Though
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s have been afforded legal protection as creative works by the Supreme Court of the United States, the philosophical proposition that video games are works of
art Art is a diverse range of human activity, and resulting product, that involves creative or imaginative talent expressive of technical proficiency, beauty, emotional power, or conceptual ideas. There is no generally agreed definition of wha ...
remains in question, even when considering the contribution of expressive elements such as acting, visuals, stories, interaction and music. Even
art game An art game (or arthouse game) is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be un ...
s, games purposely designed to be a work of creative expression, have been challenged as works of art by some critics.


History

In 1983, the
video game magazine Video game journalism is a branch of journalism concerned with the reporting and discussion of video games, typically based on a core "reveal–preview–review" cycle. With the prevalence and rise of independent media online, online publicati ...
'' Video Games Player'' stated that video games "are as much an art form as any other field of entertainment". The earliest institutional consideration of the video game as an art form came in the late 1980s when art museums began retrospective displays of then outdated first and second generation games. In exhibitions such as the Museum of the Moving Image's 1989 "Hot Circuits: A Video Arcade", video games were showcased as preformed works whose quality as art came from the intent of the curator to display them as art.Stalker, Phillipa Jane.
Gaming In Art: A Case Study Of Two Examples Of The Artistic Appropriation Of Computer Games And The Mapping Of Historical Trajectories Of 'Art Games' Versus Mainstream Computer Games
'.
University of the Witwatersrand The University of the Witwatersrand, Johannesburg (), is a multi-campus South African public research university situated in the northern areas of central Johannesburg. It is more commonly known as Wits University or Wits ( or ). The university ...
, Johannesburg. 2005.
Further explorations of this theme were set up in the late 1990s and early 2000s with exhibitions like the
Walker Art Center The Walker Art Center is a multidisciplinary contemporary art center in the Lowry Hill neighborhood of Minneapolis, Minnesota, United States. The Walker is one of the most-visited modern and contemporary art museums in the United States and, to ...
's "Beyond Interface" (1998), Holmes, Tiffany.
Art games and Breakout: New media meets the American arcade
'. Computer Games and Digital Cultures conference (Tampere, Finland); Art Gallery, Siggraph 2002. August 2002.
the online "Cracking the Maze - Game Plug-Ins as Hacker Art" (1999),Pratt, Charles J.
The Art History... Of Games? Games As Art May Be A Lost Cause
'.
Gamasutra ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Gam ...
. 8 February 2010.
the UCI Beall Centre's "Shift-Ctrl" (2000), and a number of shows in 2001. The concept of the video game as a
Duchamp Henri-Robert-Marcel Duchamp (, , ; 28 July 1887 – 2 October 1968) was a French painter, sculptor, chess player, and writer whose work is associated with Cubism, Dada, and conceptual art. Duchamp is commonly regarded, along with Pablo Picasso ...
-style readymade or as found object resonated with early developers of the
art game An art game (or arthouse game) is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be un ...
. In her 2003
Digital Arts and Culture Digital usually refers to something using discrete digits, often binary digits. Technology and computing Hardware *Digital electronics, electronic circuits which operate using digital signals **Digital camera, which captures and stores digital i ...
paper, "Arcade Classics Span Art? Current Trends in the Art Game Genre", professor Tiffany Holmes noted that a significant emerging trend within the
digital art Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process, or more specifically computational art that uses and engages with digital media. Since the 1960s, various name ...
community was the development of playable video game pieces referencing or paying homage to earlier classic works like '' Breakout'', ''
Asteroids An asteroid is a minor planet of the inner Solar System. Sizes and shapes of asteroids vary significantly, ranging from 1-meter rocks to a dwarf planet almost 1000 km in diameter; they are rocky, metallic or icy bodies with no atmosphere. ...
'', '' Pac-Man'', and '' Burgertime''. In modifying the code of simplistic early games or by creating art mods for more complex games like '' Quake'', the art game genre emerged from the intersection of commercial games and contemporary digital art. At the 2010 Art History of Games conference in Atlanta, Georgia, professor Celia Pearce further noted that alongside Duchamp's art productions, the
Fluxus Fluxus was an international, interdisciplinary community of artists, composers, designers and poets during the 1960s and 1970s who engaged in experimental art performances which emphasized the artistic process over the finished product. Fluxus ...
movement of the 1960s, and most immediately the New Games Movement had paved the way for more modern "art games". Works such as Lantz' '' Pac Manhattan'', according to Pearce, have become something like performance art pieces. Most recently, a strong overlap has developed between art games and indie games. This meeting of the art game movement and the indie game movement is important according to Professor Pearce, insofar as it brings art games to more eyes and allows for greater potential to explore in indie games. In March 2006, the French
Minister of Culture A culture minister or a heritage minister is a common cabinet position in governments. The culture minister is typically responsible for cultural policy, which often includes arts policy (direct and indirect support to artists and arts organizatio ...
first characterized video games as cultural goods and as "a form of artistic expression", granting the industry a tax subsidy and inducting two French game designers ( Michel Ancel, Frédérick Raynal) and one Japanese game designer ( Shigeru Miyamoto) into the Ordre des Arts et des Lettres. In May 2011, the United States
National Endowment for the Arts The National Endowment for the Arts (NEA) is an independent agency of the United States federal government that offers support and funding for projects exhibiting artistic excellence. It was created in 1965 as an independent agency of the federal ...
, in accepting grants for art projects for 2012, expanded the allowable projects to include "interactive games", furthering the recognition of video games as an art form. Similarly, the
United States Supreme Court The Supreme Court of the United States (SCOTUS) is the highest court in the federal judiciary of the United States. It has ultimate appellate jurisdiction over all U.S. federal court cases, and over state court cases that involve a point o ...
ruled that video games were protected speech like other forms of art in the June 2011 decision for '' Brown v. Entertainment Merchants Association''. In Germany, prior to August 2018, the
Unterhaltungssoftware Selbstkontrolle Unterhaltungssoftware Selbstkontrolle (''Entertainment Software Self-Regulation'', abbreviated USK) is the organisation responsible for video game ratings in Germany. In Austria, it is mandatory in the state of Salzburg, while PEGI is mandat ...
(USK) software ratings body enforced ''Strafgesetzbuch'' (German code) section 86a as outlined by the German government, which banned the sale of games that contained imagery of extremist groups such as Nazis; while Section 86a allowed for use of these images in artistic and scientific works, video games were not seen to fall within an artistic use. On August 9, 2018, the German government agreed to recognize some of the artistic nature of video games and softened the restriction on Section 86a, allowing the USK to consider games with such imagery as long as they fell within the social adequacy clause of Section 86a. The lines between video games and art become blurred when exhibitions fit the labels of both game and
interactive art Interactive art is a form of art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art installations achieve this by letting the observer walk through, over or around them; others ask the artist ...
. The Smithsonian American Art Museum held an exhibit in 2012, entitled " The Art of Video Games", which was designed to demonstrate the artistic nature of video games, including the impact of older works and the subsequent influence of video games on creative culture. The Smithsonian later added ''Flower'' and '' Halo 2600'', games from this collection, as permanent exhibits within the museum. Similarly, the
Museum of Modern Art The Museum of Modern Art (MoMA) is an art museum located in Midtown Manhattan, New York City, on 53rd Street between Fifth and Sixth Avenues. It plays a major role in developing and collecting modern art, and is often identified as one of ...
in New York City aims to collect forty historically important video games in their original format to exhibit, showcasing video game interaction design as part of a broader effort to "celebrate gaming as an artistic medium". The annual "
Into the Pixel "Into the Pixel" was an annual art exhibit centered on video game concept artwork, and started in 2004. The exhibit, sponsored by the Academy of Interactive Arts & Sciences (AIAS) and the Entertainment Software Association (ESA), was designed to ...
" art exhibit held at the time of the Electronic Entertainment Expo highlights
video game art Video game art is a specialized form of computer art employing video games as the artistic medium. Video game art often involves the use of patched or modified video games or the repurposing of existing games or game structures, however it re ...
selected by a panel of both video game and art industry professionals. The
Tribeca Film Festival The Tribeca Festival is an annual film festival organized by Tribeca Productions. It takes place each spring in New York City, showcasing a diverse selection of film, episodic, talks, music, games, art, and immersive programming. Tribeca was f ...
, while having featured video games in the past, had its first Tribeca Games Award at the 2021 event.


Philosophical arguments for video games as art

Video games have been of interest in philosophical aesthetics and the philosophy of the arts since at least the mid-2000s where a growing body of literature typically examines video games in the context of traditional philosophical questions concerning the arts. One such question is whether video games are a form of art. In a 2005 essay in the journal ''Contemporary Aesthetics'', "Are Video Games Art?", the philosopher Aaron Smuts argued that "by any major definition of art many modern video games should be considered art" The New Zealand philosopher Grant Tavinor's 2009 book ''The Art of Videogames'' argues that when considered under disjunctive definitions or cluster accounts that have been employed to address the question of the definition of art itself, that "though they have their own non-artistic historical and conceptual precedents, videogames sit in an appropriate conceptual relationship to uncontested artworks and count as art". In a later paper Tavinor also argues that despite ontological differences to other examples in the category, video games count as examples of what the philosopher Noël Carroll has referred to as "mass art". Dominic McIver Lopes, a philosopher at the University of British Columbia, writing in a book on computer art, gives similar reasons to consider video games as a form of art, though also noting that their characteristic interactivity may mean that in comparison with established forms of art such as architecture and music, each "realizes positive aesthetic properties in its own way". Following on from these initial philosophical accounts of video games as art, video games have become an established topic in the philosophy of the arts, appearing as a frequent topic in aesthetics journals such as ''The Journal of Aesthetics and Art Criticism''; receiving their own entry in the ''Oxford Encyclopedia of Aesthetics''; and appearing in multiple readers and collections of works in philosophical aesthetics. Much of the literature has now turned from the question of whether video games are art, to the question of what kind of art form they are. University of St Andrews philosopher Berys Gaut considers video games to be a case of "interactive cinema". In ''The Aesthetics of Videogames'', a 2018 collection of philosophical essays on games edited by Tavinor and Jon Robson, several philosophers consider the kind of art form games are, and whether they include characteristic or unique artistic interpretative practices. In his chapter, "Appreciating videogames", Zach Jurgensen, while accepting that previous philosophical arguments that videogames are art are "convincing", finds that they typically neglect gameplay in their accounts, and "what makes studying videogames as works of art worthwhile is grounded partly in our understanding of them as games" In 2020, University of Utah philosophy professor C. Thi Nguyen published ''Games: Agency as Art'' to examine the concept of video games as art in the context of the wider consideration of non-electronic games.


Empathy games

While many video games are recognized as art for their visual imagery and storytelling, another class of games has gained attention for creating an emotional experience for the player, generally by having the user role-play as a character under a stress-inducing situation, covering topics associated with poverty, sexuality, and physical and mental illnesses. Such games are considered to be examples of an empathy game, loosely described by Patrick Begley of the '' Sydney Morning Herald'' as a game that "asks players to inhabit their character's emotional worlds". For example, '' Papers, Please'' is a game ostensibly about being a border agent checking passports and other travel documents in a fictional Eastern Bloc country, with the player-character's pay reflecting how few mistakes they made and going to feed and house their family. The game requires the player to make decisions about letting in certain people who may not have all their proper papers but have dire reason to be allowed through such as to be reunited with their own loved ones, at the cost of their own pay and well-being of their family.


Controversy

The characterization of games as works of art has been controversial. While recognizing that games may contain artistic elements in their traditional forms such as graphic art, music, and story, several notable figures have advanced the position that games are not artworks, and, according to them, may never be capable of being called art.


Legal status

American courts first began examining the question of whether video games were entitled to constitutional guarantees of
free speech Freedom of speech is a principle that supports the freedom of an individual or a community to articulate their opinions and ideas without fear of retaliation, censorship, or legal sanction. The right to freedom of expression has been recog ...
as under the
First Amendment First or 1st is the ordinal form of the number one (#1). First or 1st may also refer to: *World record, specifically the first instance of a particular achievement Arts and media Music * 1$T, American rapper, singer-songwriter, DJ, and reco ...
in strings of cases starting around 1982 related to ordinances that limited minors from buying video games or from video game arcades, such as ''America's Best Family Showplace Corp. v. City of New York, Dept. of Bldgs.'' These ordinances and regulations had come from a
moral panic A moral panic is a widespread feeling of fear, often an irrational one, that some evil person or thing threatens the values, interests, or well-being of a community or society. It is "the process of arousing social concern over an issue", us ...
around the potential for violence and addictive behavior of video games and arcades in the wake of the golden age of the arcade, with games like ''
Space Invaders is a 1978 shoot 'em up arcade game developed by Tomohiro Nishikado. It was manufactured and sold by Taito in Japan, and licensed to the Midway division of Bally for overseas distribution. ''Space Invaders'' was the first fixed shooter an ...
'' and '' Pac-Man'' drawing in millions in revenue from minors.
Precedent A precedent is a principle or rule established in a previous legal case that is either binding on or persuasive for a court or other tribunal when deciding subsequent cases with similar issues or facts. Common-law legal systems place great valu ...
began to be established for finding that video games were no more expressive than pinball, chess, board- or card-games, or organized sports, and thus could not be considered protected speech. The bulk of these cases declined to grant video games protection under the First Amendment and ruled in favor of the municipalities that their concern about limiting behavior was a more compelling concern at the time. However, these early cases brought into question the potential that video games may be more advanced than just pinball machines due to the virtual worlds they could represent, and as technology advanced, could change the precedence. The release of '' Mortal Kombat'' intensified debate around violence in video games, and the U.S. Congress held hearings in 1993 and 1994 criticizing the industry for lack of a ratings system. The hearings prompted the formation of the Interactive Digital Software Association in 1994 – later renamed as the
Entertainment Software Association The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in ...
– and the creation of the
Entertainment Software Ratings Board The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in the United States and Canada. The ESRB was established in 1994 by the Entertainment Software Ass ...
(ESRB) to stave off proposed legislation to regulate the industry. While the ESRB system was voluntarily, retailers agreed to not sell unrated games or those rated "Adults Only" while restricting sales of "Mature" games to minors. Despite the ESRB system, several states attempted to create laws that enforced the ESRB ratings on the basis that violent video games were harmful to minors. A series of cases at federal district and circuit courts starting in 2000 which challenged these ordinances and restrictions began an alteration of precedent of the nature of expression of video games. In these cases, the courts identified two elements of video games; that they were expressive works that had the potential to be protected by the First Amendment, and that under review using
Miller test The Miller test, also called the three-prong obscenity test, is the United States Supreme Court's test for determining whether speech or expression can be labeled obscene, in which case it is not protected by the First Amendment to the United St ...
, video games were not seen as obscene, and thus were not restricted from being protected works. The Seventh Circuit case ''American Amusement Machine Ass'n v. Kendrick'' in 2001 is considered to be the most definitive basis of the new precedent set by these cases, in which Judge
Richard Posner Richard Allen Posner (; born January 11, 1939) is an American jurist and legal scholar who served as a federal appellate judge on the U.S. Court of Appeals for the Seventh Circuit from 1981 to 2017. A senior lecturer at the University of Chic ...
recognized that obscenity, related to sexualized content, was separate from violent content. Posner reasoned that, unlike cases involving obscene content, there was no similar prurient interest to support excluding violent content from First Amendment protection. Applying this reasoning, video games were treated by reviewing courts as protected works under the First Amendment, with decisions generally ruling that ordinances blocking minors from playing or purchasing them were unconstitutional. However, in the absence of Supreme Court precedent, these decisions did not set nationwide standards. Violence in video games remained a concern for parents, advocates, and lawmakers. Following the "Hot Coffee" discovery in '' Grand Theft Auto: San Andreas'' in 2005, and the ESRB's re-rating of '' The Elder Scrolls IV: Oblivion'' in 2006, both which revealed sexually explicit content within the game's assets that were only viewable with mods, new federal and state laws were proposed to further enforce the ESRB's system as well as to mandate processes for the ESRB. Other states passed laws to enforce sales of games based on the ESRB ratings, most designed to prevent sales of games rated "Mature" to minors by fining retailer. Video game industry trade groups sued to block these laws, generally succeeding based on similar precedence from the early 2000 cases that video games, even violent ones, were protected speech. In 2011's '' Brown v. Entertainment Merchants Association'', which was based on a similar law in California to block the sales of mature video games to minors, the United States Supreme Court ruled that games are entitled to First Amendment protection, with the majority opinion reading, "Like the protected books, plays, and movies that preceded them, video games communicate ideas—and even social messages—through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player's interaction with the virtual world). That suffices to confer First Amendment protection."


Theory of legitimization

Emerging art forms depend upon existing communities for recognition and legitimization, even as they compete with those incumbents for ideological and material support. Games have faced suspicion from critics of established media, just as film, television, and comics were once doubted. Keith Stewart, games editor for ''
The Guardian ''The Guardian'' is a British daily newspaper. It was founded in 1821 as ''The Manchester Guardian'', and changed its name in 1959. Along with its sister papers ''The Observer'' and ''The Guardian Weekly'', ''The Guardian'' is part of the Gu ...
'', sees mainstream media as preferring to approach games from the angle of the human stories surrounding them – making indie games with identifiable creators attractive to journalists. Critical communities devoted to games have likewise embraced
auteur theory An auteur (; , 'author') is an artist with a distinctive approach, usually a film director whose filmmaking control is so unbounded but personal that the director is likened to the "author" of the film, which thus manifests the director's unique ...
of games' artistic potential as underpinned by the creative visions of sole creators. John Lanchester of the '' London Review of Books'' noted that even as video games become a larger market by revenues compared to films and books, the amount of attention given to video games is generally delegated to a limited set of sources and do not readily enter the "cultural discourse". Auteur theory has led to some overlap between indie status and artistic cachet, with critics praising stylistic choices in indie games, when those same choices would be deplored in a commercial game. Rather than defending the medium as a whole, proponents of
art game An art game (or arthouse game) is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be un ...
s attempt to create a separate milieu opposed to video games they accept to be
low culture In sociology, the term Low culture identifies the forms of popular culture that have Commoner, mass appeal, which is in contrast to High culture, which has a limited appeal to a smaller proportion of the populace. Culture theory proposes that b ...
. In practice, indie auteurs often receive commercial backing, while mainstream creators such as Shigeru Miyamoto and Peter Molyneux are increasingly viewed as auteurs as well. The conflation of indieness and artistry has been criticized by some, including Anna Anthropy, Lucy Kellaway, and
Jim Munroe Jim Munroe is a Canadian science fiction author, who publishes his works independently under the imprint ''No Media Kings''."Author dumps publisher". ''Peterborough Examiner'', May 6, 2000. Munroe was managing editor at the magazine ''Adbusters' ...
, who argue the characteristics that distinguish indie games from the mainstream are not inherently artistic. Munroe suggested that video games often face a double standard in that if they conform to traditional notions of the game as a toy for children then they are flippantly dismissed as trivial and non-artistic, but if they push the envelope by introducing serious adult themes into games then they face negative criticism and controversy for failing to conform to the very standards of non-artistic triviality demanded by these traditional notions. He further explained games as a type of art more akin to architecture, in which the artist creates a space for the audience to experience on their own terms, than to a non-interactive presentation as in cinema.Young, Nora & Misener, Dan.
Repeat of Spark 126 – October 16 & 19, 2011: Games as Art
' (Podcast available
Games as Art
). ''
Spark Spark commonly refers to: * Spark (fire), a small glowing particle or ember * Electric spark, a form of electrical discharge Spark may also refer to: Places * Spark Point, a rocky point in the South Shetland Islands People * Spark (surname) * ...
''. 7 November 2010.
Video game designer Kim Swift believes games can be artistic but denies that they need to be art in order to have cultural value. She feels video games should aspire to be toys through which adults can exercise their imaginations.


Roger Ebert on video games as art

The question rose to wide public attention in the mid-2000s when film critic Roger Ebert participated in a series of controversial debates and published colloquies. In 2005, following an online discussion concerning whether or not knowledge of the game ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
'' was essential to a proper appreciation of the film ''
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'' (which Ebert had awarded one star) as a commentary on the game,Moriarty, Brian; Caoili, Eric (ed.).
Opinion: Brian Moriarty's Apology for Roger Ebert
'.
GameSetWatch ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Game ...
. 15 March 2011.
Ebert described video games as a non-artistic medium incomparable to the more established art forms: In 2006, Ebert took part in a panel discussion at the Conference on World Affairs entitled "An Epic Debate: Are Video Games an Art Form?" in which he stated that video games do not explore the meaning of being human as other art forms do. A year later, in response to comments from
Clive Barker Clive Barker (born 5 October 1952) is an English novelist, playwright, author, film director, and visual artist who came to prominence in the mid-1980s with a series of short stories, the ''Books of Blood'', which established him as a leading h ...
on the panel discussion, Ebert further noted that video games present a malleability that would otherwise ruin other forms of art. As an example, Ebert posed the idea of a version of '' Romeo and Juliet'' that would allow for an optional happy ending. Such an option, according to Ebert, would weaken the artistic expression of the original work. In April 2010, Ebert published an essay, dissecting a presentation made by
Kellee Santiago Kellee Santiago is a Venezuelan American video game designer and Video game producer, producer. She is the co-founder and former president of thatgamecompany. Santiago was born in Caracas, Venezuela, and raised in Richmond, Virginia, where Santia ...
of
thatgamecompany Thatgamecompany, Inc. (stylized as thatgamecompany) is an American independent video game development company founded by University of Southern California students Jenova Chen and Kellee Santiago in 2006. The company was a developer for Sony Co ...
at the 2009 Technology Entertainment Design Conference, where he again claimed that games can never be art, due to their rules and goal-based interactivity. Ebert's essay was strongly criticized by the gaming community, including Santiago herself, who believes that video games as artistic media are only at their infancy, similar to prehistoric cave paintings. Ebert later amended his comments in 2010, conceding that games may indeed be art in a non-traditional sense, that he had enjoyed playing '' Cosmology of Kyoto'', and addressing some replies to his original arguments. Although Ebert did not engage with the issue again and his view remains mired in controversy, the notion that video games are ineligible to be considered
fine art In European academic traditions, fine art is developed primarily for aesthetics or creative expression, distinguishing it from decorative art or applied art, which also has to serve some practical function, such as pottery or most metalwor ...
due to their commercial appeal and structure as choice-driven narratives has proved persuasive for many including video game luminary Brian Moriarty, who in March 2011 gave a lecture on the topic entitled ''An Apology For Roger Ebert''. In this lecture Moriarty emphasized that video games are merely an extension of traditional rule-based games and that there has been no call to declare games like
Chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
and Go to be art. He went on to argue that art in the sense that
Romantics Romanticism (also known as the Romantic movement or Romantic era) was an artistic, literary, musical, and intellectual movement that originated in Europe towards the end of the 18th century, and in most areas was at its peak in the approximate ...
like Ebert,
Schopenhauer Arthur Schopenhauer ( , ; 22 February 1788 – 21 September 1860) was a German philosopher. He is best known for his 1818 work '' The World as Will and Representation'' (expanded in 1844), which characterizes the phenomenal world as the pr ...
, and he were concerned with (i.e. fine art or sublime art) is exceptionally rare and that Ebert was being consistent by declaring video games to be without artistic merit in as much as Ebert had previously claimed that "hardly any movies are art". Moriarty decried the modern expansion of the definition of art to include low art, comparing video games to
kitsch Kitsch ( ; loanword from German) is a term applied to art and design that is perceived as naïve imitation, overly-eccentric, gratuitous, or of banal taste. The avant-garde opposed kitsch as melodramatic and superficial affiliation wi ...
and describing aesthetic appreciation of video games as camp. After addressing the corrupting influence of commercial forces in
indie games An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. ...
and the difficulty of setting out to create art given the "slippery" tools that game designers must work with, Moriarty concluded that ultimately it was the fact that player choices were presented in games that structurally invalidated the application of the term "art" to video games as the audience's interaction with the work wrests control from the author and thereby negates the expression of art. This lecture was in turn criticized sharply by noted video game designer Zach Gage.


Other notable critics

In a 2006 interview with '' US Official PlayStation 2 Magazine'', game designer Hideo Kojima agreed with Ebert's assessment that video games are not art. Kojima acknowledged that games may contain artwork, but he stressed the intrinsically popular nature of video games in contrast to the niche interests served by art. Since the highest ideal of all video games is to achieve 100% player satisfaction whereas art is targeted to at least one person, Kojima argued that video game creation is more of a service than an artistic endeavor. At the 2010 Art History of Games conference, Michael Samyn and Auriea Harvey (founding members of indie studio Tale of Tales), argued in no uncertain terms that games "are not art" and that they are by and large "a waste of time". Central to Tale of Tales' distinction between games and art is the purposive nature of games as opposed to art: Whereas humans possess a biological need that is only satisfied by
play Play most commonly refers to: * Play (activity), an activity done for enjoyment * Play (theatre), a work of drama Play may refer also to: Computers and technology * Google Play, a digital content service * Play Framework, a Java framework * P ...
, argues Samyn, and as play has manifested itself in the form of games, games represent nothing more than a physiological necessity. Art, on the other hand, is not created out of a physical need but rather it represents a search for higher purposes. Thus the fact that a game acts to fulfill the physical needs of the player is sufficient, according to Samyn, to disqualify it as art. Gamers were surprised by this controversial stance due to the frequency of prior third-party characterizations of Tale of Tales' productions as "art games", however Tale of Tales clarified that the games they were making simply expanded the conception of games. The characterization of their games as "art games", noted Samyn, was merely a byproduct of the imaginative stagnation and lack of progressivism in the video game industry. While Tale of Tales acknowledged that old media featuring one-way communication was not enough, and that two-way communication via computers offers the way forward for art, the studio argued that such communication today is being held hostage by the
video game industry The video game industry encompasses the development, marketing, and monetization of video games. The industry encompasses dozens of job disciplines and thousands of jobs worldwide. The video game industry has grown from niches to mainstrea ...
. To enable and foment this futuristic two-way art, suggests Tale of Tales, the concept of "the game" must be eviscerated by games that do not fit within the current paradigm and then "life must be breathed into the carcass" through the creation of artworks Samyn and Harvey refer to as "not games". In 2011, Samyn further refined his argument that games are not art by emphasizing the fact that games are systematic and rule-based. Samyn identified an industry emphasis on
gameplay mechanics In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-sha ...
as directly responsible for the marginalization of artistic narrative in games and he described modern video games as little more than digital sport. Pointing to systemic problems, Samyn criticized the current model whereby the putative artist must work through a large and highly efficient development team who may not share the artist's vision. However, Samyn does not reject the idea that games, as a medium, can be used to create art. To create art using the medium of the video game Samyn suggests that the artistic message must precede the means of its expression in the guidance of gameplay mechanics, the development of " funness" or economic considerations must cease to guide the work's creation, and the development process must embrace a model wherein a single artist-author's vision gains central primacy. In 2012, '' Guardian'' art critic Jonathan Jones published an article arguing that games are more like a playground and not art. Jones also notes that the nature of creating video games robs "one person's reaction to life" and that "no one owns the game, so there is no artist, and therefore no work of art".


See also

* Classificatory disputes about art *
List of video games considered artistic This is a list of video games considered to be works of art by art critics and video game reviewers. Although several countries offer legal protections to video games which are similar or identical to protections offered to other artistic wor ...
*
Artistic freedom Artistic freedom (or freedom of artistic expression) can be defined as "the freedom to imagine, create and distribute diverse cultural expressions free of governmental censorship, political interference or the pressures of non-state actors." Gener ...
* Video game auteur *
Electronic Language International Festival The Festival Internacional de Linguagem Eletrônica (FILE; English: Electronic Language International Festival) is a New media art festival that usually takes place in three cities of Brazil: São Paulo, Rio de Janeiro and Porto Alegre and it has ...
*
Game canon The game canon is a list of video games to be considered for preservation by the Library of Congress. ''The New York Times'' called the creation of this list "an assertion that digital games have a cultural significance and a historical significa ...
* Game Masters, an exhibition at the Australian Centre for the Moving Image that explores key artists and designers of the video game medium *
Game studies Game studies, also known as ludology (from ''ludus'', "game", and ''-logia'', "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with a ...
*
Interactive art Interactive art is a form of art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art installations achieve this by letting the observer walk through, over or around them; others ask the artist ...
* Machinima, the use of games for storytelling * Kokoromi collective * ''
Playing Columbine ''Playing Columbine'' is a 2008 American documentary film produced and edited by American independent filmmaker Danny Ledonne. The film follows the video game '' Super Columbine Massacre RPG!'' in which players experience the Columbine High Scho ...
'', a film that explores the concept of video games as art and the role they play in modern society *
Video game art Video game art is a specialized form of computer art employing video games as the artistic medium. Video game art often involves the use of patched or modified video games or the repurposing of existing games or game structures, however it re ...
, artistic expressions using video games as a medium *
Video game development Video game development (or gamedev) is the process of developing a video game. The effort is undertaken by a developer, ranging from a single person to an international team dispersed across the globe. Development of traditional commercial PC ...
, the process of creating a video game *
Visual novel A , often abbreviated as VN, is a form of digital semi-interactive fiction. Visual novels are often associated with and used in the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with sta ...
, an independent art form within the video game industry


References


External links


Artificial.dk Collection of Recommended Art GamesRhizome.org online gallery of art and video games
{{Video game controversy Visual arts media Art criticism Video game culture Video gaming