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Exploring Games as an Art Form

Feb 12, 2025

Henry Jenkins - Games, the New Lively Art

Overview

  • Discussion on the evolution of computer and video games as an emerging art form.
  • Games likened to other historically emerging arts like cinema and jazz.
  • Examination of the aesthetic and cultural contributions of games.

Key Arguments

Games as Artistic Expression

  • Creators as Artists & Engineers: Shigeru Miyamoto emphasizes the dual role of creators as both artists and engineers due to the technical and creative demands of game design.
  • Artistic Claims: Despite significant commercial success, there’s debate over whether games can be considered art, drawing parallels to past skepticism of cinema as art.
  • Emerging Art Form: Games, likened to early cinema, are seen as in their infancy but hold potential for greater artistic significance.

Progression of Games

  • Technological Evolution: From Pong to complex narratives like Final Fantasy and Black & White.
  • Influence on Technology: Games have driven demand for advanced computer technology, paralleling NASA's impact on innovation.

Games and Society

  • Cultural Impact: Games are influencing contemporary cinema and other media, evident in films like The Matrix and Memento.
  • Academic and Cultural Recognition: Increasing academic interest in games as a legitimate subject for aesthetic evaluation and cultural studies.
  • Debate on Artistic Status: Diverse discussions in media and academia about the legitimacy and aesthetic categories of games.

Historical Parallels

  • Comparison with Cinema: Early skepticism about cinema mirrors current debates on games, with cinema once dismissed due to commercial and technological origins.
  • Gilbert Seldes' Perspective: Seldes celebrated popular art forms and challenged traditional notions of art, similar to the current challenges faced by games.

Aesthetic Contributions

  • Expressive Movement: Games evoke emotions and engage users through dynamic movement, akin to silent cinema’s expressive capabilities.
  • Spatial Aesthetics: Games create immersive and compelling environments, drawing inspiration from stage design and architecture.

Criticism and Cultural Status

  • Role of Criticism: Advocates for thoughtful criticism to support innovation and deepen understanding of games as an art form.
  • Popular vs. Middlebrow Arts: Seldes critiques middlebrow arts for lacking vitality and calls for a focus on emotionally charged popular arts.
  • Potential for Innovation: Despite economic pressures, game designers are encouraged to experiment and innovate.

Future Directions

  • Narrative and Interactivity Balance: Developers must balance storytelling with interactivity to enhance the gaming experience.
  • Cultural and Ethical Implications: Engages with debates on violence in games, seeking games that reflect cultural values more thoughtfully.

Conclusion

  • Games as Lively Art: Games offer new aesthetic experiences appropriate for the digital age, and continued innovation and critical discourse will shape their evolution.
  • Significance of Criticism: Emphasizes the importance of informed criticism to foster innovation and elevate games' cultural impact, akin to historic roles in cinema and literature.