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Should video games be considered art
Video games as an art form
Arguments for videogames as art
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Video games have quickly risen to a sprawling media since their first conception nearly fifty years ago. As they grew, video games have become an incredible new medium for art and design. However, video game developers, especially large ones, have collected several core problems that misconceive the potential of games. Further, this problem represses this potential by suffocating this potential artistry merit with meaningless traditions and poor business practices. These observations have led to the assertion that video games as a media are ineffective as an art form compared to other art mediums due to several problems stemming from the structure and values of the video game industry. The majority of the video game industry does not sort …show more content…
Aaron Smutz 's academic article, “Are Video Games Art?” was able to more or less prove video games to be capable of art by any modern definition, but admits that not all video games should be called art. He further explains “Without masterpieces, arguing that video games can be art seems premature. "Max Payne" and "Halo" are two of the best games ever produced, but they are not great art.”(Smutz) . With this in mind, Smutz essentially asserts that games have not fully developed into their art, and suggests that they may one day grow into their own art form. However, Smutz made this declaration ten years ago, and his argument still holds with today 's video games, which indicates a stagnation in the artistry of games. While exceptions do exist with artful games within the indie game community, the majority of produced games still fall under the category of not …show more content…
Triple-a video games are so well marketed that they are allowed to not have quality, and not have art. Developers are given no incentive to make games with these merits. Instead they focus on less structurally important motives such as more realistic graphics, which can be harmful for games as “limiting themselves to conventions established in other media, game designers have neglected the realm of possibilities which abstraction has to offer”(Wolf 47). This practice leads to a never-ending cycle which decidedly makes games that have largest budgets worse and makes designers trying to make these games worse at designing
...lieve that video games in popular culture are a misnomer. Videogames are not “in” popular culture, they are “a part of” popular culture, just like TV, radio, and motion pictures.
Tavinor’s article argues that video games should be categorized as art. He outlines competition as one of the reasons that people to object to including games as an art form. However, competing does not take away from the aesthetic value of the game, and like Tavenor stated, if someone were to submit a poem into a contest no one would think twice about considering that art. When does competition start? If someone makes a painting with an intent to make something prettier than their brother has, would that be considered art? I think that competition is not a factor. There are marvelous aesthetics in Spec Ops that I doubt anyone can not call art if they have seen the game. Art has a long history of breaking through molds and forcing people to see concepts differently. Spec Ops broke the mold of what I assumed war video games could be and made me see the complexity of war differently. It made me asks questions I never thought to produce before, which I think is one of the most valuable aspects of art. As The New Art of Video Games states, these works engage with their audiences differently by using a narrative and letting their decisions change the outcomes. It may be a unique form of art because of its roots in technology, but that is no reason to reject it. One question did stick with me as a result of playing this game. At the end, a soldier asked how we survived
Since the humble origins of the video gaming industry, individuals used it as a challenge of their abilities. In modern day, this industry is just a popular as any other media which exists in the mainstream world. Video games reflect society’s changing views of the normalities of which individuals and/or groups must abide to. This is exemplified in the evolving representation of the queer individuals within the virtual world. As the video game industry came into focus, so did the LGBT rights movement. This illustrates that society’s views on the LGBT community were reflected in the video games made, however, it was rare that such characters existed as protagonists until the twenty first century. Due to the extreme lack of asexual and non-binary
In the essay “Who Framed Roger Ebert?” (291), Rich Stanton explains Roger Ebert’s comments on video games and why he himself considers video games to be a form of art. He establishes that the comments made by Roger Ebert are opposing the idea that video games are a form of art. Then he gives examples of others that either agree with Ebert and believe that video games are not a form of art or disagree with Ebert and believe that games are indeed a form of art. Stanton believes that there are many problems with Ebert’s arguments and finishes with “It's bunk - Ebert doesn't know about games, which is fine, and there this should have ended” (292). He goes on to describe the amount of reaction from Ebert’s comments many from games media outlets
Instead of the franchises popularity having a positive impact, overtime, it infected the gaming market along with it’s consumers and developers such as Microsoft Game Studios and EA. It has become an aggrandized cancer on the face of video games everywhere, destroying franchises a...
The first argument that arose out of the video game world was the debate of video game violence. Still unresolved, this debate has actually allowed for the video game industry to come fully into the main stream. As the din over violence quieted the fans of the game society began to focus on issues more akin to their own style. So then began the debate of game play vs. the video game narrative. The question arose; can a game also be a story? While the semantics would suggest that, no, a game cannot be a story, we do realize that a game can contain a story. However, considering the amount of games that contain a story we can surmise that this question doesn’t further our study, and realizing that the amount of games (mostly of the 1980’s) that had no story and only gameplay we can see that the story is not a required facet for a game to be successful.
As of 2010, according to a study of 1,000 people done by the Institut National d’Etudes Démographiques, 50.4% were men and 49.6% were women. As of 2003 and of the two thousand characters in video games studied by Children Now, 64% were men and only 17% were women (The male and female populations section, para. 1). There is an obvious discrepancy in the way that women are portrayed in video games. The lacking and often negative depiction of women in video games violates their intrinsic value. Intrinsic value is the revolutionary idea that people deserve to be treated with respect, dignity, fairness, and equality. However, women in video games are constantly disgraced. Women in real life deserve positive portrayals in video games that acknowledge
Movies and video games are often paired together. This allows for companies to achieve the biggest cash flow that they can hope to achieve, while still providing their fans with plenty of fodder for personal and group enjoyment. Yet, when they are released, video games are often deprived of their full glory because of their dependence on the movie and its success. Video games are a widely enjoyed pastime all over the world, whether they are on consoles, the computer, or even on a mobile device. Plenty of times, individuals play for the story and immersion, but countless themed games rely on their movie or television show counterparts to do the real work.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
Video games have been a growing industry for about 30 years and has never been bigger. As a whole, the industry made around $66 billion last year, and is expected to make even more this coming year. Because of this growth, gamers have sought better graphics, better stories, and even more violence. Developers have satisfied this want with more M rated games that include heavier violence, stronger language, sexual themes, and intense blood and gore. Past acts and laws have been put in place to try and eliminate violence in video games. These laws have stiffled the industry's freedom of expression and caus...
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
In the article, “Video Games Can Never Be Art” by: Roger Ebert, Ebert declaims about a woman, Kellee Santiago, who believes that video games are art and have always been art, Ebert completely opposes her point of view, by saying video games are never going to be art. Santiago gave a TED talk on how video games are art, then Ebert points out that she contradicts herself by saying, “No one in or out of the field has ever been able to cite a game worthy of comparison with the great poets, filmmakers, novelists and poets” (Ebert). This tells the audience that not one video game has been created to match the actual pieces of art. Ebert talks about how video games lack the fundamentals to be art, like the lack of being thought provoking. The
Criteria and Quality in Video Games An Examination of The Legend of Zelda: The Wind Waker David Kastner Full Sail University Author Note This paper was prepared for English Composition I, Section 25, taught by Joana Lincoln Criteria and Quality in Video Games An Examination of The Legend of Zelda: The Wind Waker This paper examines the different criteria that can be used to determine the quality of a video game, and more specifically the video game The Legend of Zelda: The Wind Waker. While many people believe that the criteria for a video game’s quality differs from gameplayer from gameplayer, The Legend of Zelda: The Wind Waker seems to be able to meet whatever criteria gameplayers are using to judge quality. This writer presents
Since the last decade, video game – in the public eye - have been considered as a negative impact to our society. Government officials, news reporters, and parents alike have all pointed the finger at video games and their developers for — in one way or another — poisoning the minds of their children. However, recent studies have shown that video game is actually not a bad influence to our kids, and on the contrary, it could be the tool to develop their skills.
Ebert believes that video games are not a form of art because they do not have the same characteristics such as rules and objectives compared to plays or films which are considered art. In addition, he adds that video games are not art because they result in a winner, unlike books and plays, which have climaxes and storylines in which they follow, which is one of Ebert’s main points (Chayka). Ebert believes that no video game is worth playing because they are and will never be considered an art form. In response to that the author argues that video games follow a storyline in order to win the game much like a book. Video games can offer just as much realization, experiences, and fantasy, for instance, “ Super Mario 64 is as much of a world to me as that created in The Godfather, with as much directorial vision as Coppola (Chayka).”