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Importance of art to society
Simple definitiion of art
Importance of art to society
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Roger Ebert’s article “Video Games Can Never Be Art” was published in April 16, 2010 on Roger Eberts Journal. He sets the stage for his argument by describing a specific scenario where he was requested by one of his readers to watch a presentation by a producer and designer of video games on Ted Talk. Ebert contends that it is true games can be fun and rewarding to some extent but to no extent should they be compared to the work of arts because they do not evoke the emotional complexity that art has successfully done throughout the ages. Contrary to the opinion of designers and producers of video games, Ebert does not believe that video games will evolve just like speech has evolved from being used as a way to warn and later progressing as …show more content…
The philosophers’ definition of art is “art is the imitation of nature”. This among other definition of art spurs different opinions on whether games can be compared to art or not. He has used the concept of defining art in different ways as one of the reasons why some works cannot be considered art. Folkerts has illustrated his position by defining art as something defined to evoke emotion through fantasy (pp 2, 2011). Depending on the definition an individual subscribes to, some work can be considered art, for example he states “ I tend to think of art as usually the creation of one artist, yet Cathedral is the work of many and is it not art?”. He successfully brings out the logic that based on the definition that art is accorded some works can be considered art and some will …show more content…
Santiago, narrates in her presentation that, playing video games can enable one to examine their relationships in the past. Ebert is adamant on this persuasion because he cannot understand how taking back mistakes in video games can help him learn about his real life mistakes. This is a rational explanation to his stand that supports his use of logic in proofing his argument that video games can never be art. Maybe a realistic benefit like social integration could have captured his attention. . “There is a social benefit associated with playing games since most games require a partner, (Granic , Lobel and Engels, pp 73,
He claims that, “They taught me how to tell stories, create worlds and even how to save and spend money.” Different games can provide different sets of values that children can pick up. Bergman conveys that because of video games, he found his career path, which is programming, and that is how he ended up where he is today. Bergman’s use of his own family and lightening the constraints was a good example. But, it was only good for his family.
“Most reported effects of videogames – particularly in the popular press – appear to centre upon the alleged negative consequences… Research has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem,” (Griffiths p. 47), states Mark Griffiths in his article, “The educational benefits of videogames”. When people think of video games, they often tend to think about the negative side effects that video games can have on a person. Will Wright in his article, “Dream Machines” also defends video games by providing positive effects that video games have on those who play them. Wright presents
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
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
Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame aggression than players who enacted comparable levels of in-game violence through an antiheroic character” (Sauer 205). As a graduate of Radboud University, Isabela Granic brings to light the reasons why the youth actually benefit from playing violent video games. For example, in her article, “The Benefits of Playing Video Games,” Granic illustrates the fact that children gain social skills, highly efficient motor skills, and the understanding of the human body as a whole. Noted by the author, “Whereas adolescents and adults often use self-disclosure and direct discussion with close friends to resolve emotional issues, children use play to work them out through pretend-based narratives enacted either alone or with others” (Granic 67).
Video games have become a hot topic recently. There have been a lot of controversy over whether to play or not to play. The controversy is due to them being arguably more captivating than all other forms of entertainment. Video games narrate an epic tale like no other form of entertainment can. You can become immersed in video games, because of this they are both a highly entertaining escape from the real world and a complete waste of time.
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
Perry, David. “Are Video Games Better Than Life?” TED. Monterey, California. Feb. 2006. Web. 16 Feb 2014. Keynote Speech.
Quittner, Joshua, and Maryanne Murray Buechner, et al. ?Are Video Games Really so Bad?? Time South Pacific 19 (10 May 1999): 50-55
Presented in an actual art exhibit, video games must have some artistic place in the world if they are put into the the renowned Smithsonian Art Museum in the United States. As a public coordinator for the Smithsonian American Art Museum, Laurel Fehrenbach interviews composer Austin Wintory in the article, “The Art of Video Games: The Music.” According to Wintory, who composed the video games Journey and flOw, “Scenes can be built around it (music) and it can add subtext through means only accessible to music.” By this, Austin tells us that much of a video game can revolve around the music and how it adds to the overall mood of the person playing the game. For instance, if the game being played is a creepy or eerie type, the kind of music that should be played should be lower noted strings with a dark sound to it. Getting to how easy it is to put a sound to a game in the twenty first century, music in the gaming industry has come a long way from what it was twenty years ago. Mentioned by Wintory, instead of the chopped sound of the 80s, today’s games can include very sophisticated composed works that require a professional musician, like orchestra pieces. The art in a video game is very important, even more than the music. One gaming company tells how ideas come together as art in a video game in the article, “The People Behind the Video
...sthetics and defends the liberty of creation; he defends the subjective thing in the work of art, the conscious process of creation.
AA theory by Clive Bell suggests the pinpoints the exact characteristic which makes a work true art. According to Bell, an artwork must produce “aesthetic emotion” (365). This aesthetic emotion is drawn from the form and formality of an artwork rather than whether or not it is aesthetically pleasing or how well it imitates what it is trying to depict. The relation of objects to each other, the colors used, and the qualities of the lines are seemingly more important than what emotion or idea the artwork is trying to provoke. Regardless of whether or not the artwork is a true imitation of certain emotions, ideals, or images, it cannot be true art unless it conjures this aesthetic emotion related to formality (367).
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
I’ve been a short Italian plumber who goes through endless trials in the search and rescue of his love, I have been a Lady of Luminosity who with her light-based magic defends her city of Demacia against the hostile Noxian forces and their allies. I have even been Batman, where I struggled through psychedelic educing trials. It all means something; it is very real when the player becomes attached to a character as one does in a traditional written format. Roger Ebert would argue that these kinds of experiences aren’t real or don’t mean anything. In a published post done by him and the Chicago Sun-Times blog, he argues that “Video games can never be art”. Robert Ebert claims video games don’t fulfill his definition of art. Because video games have objectives and can be “won” it doesn’t align with the traditional forms of art, such as novels, or a play; “things you cannot win; only experience them.” Ebert also said “art grows better the more it improves or alters nature through a passage through what we might call the artist’s soul, or
Art can be defined in many ways by an individual. One can say that any creative output by a person is considered art. Others contend that art must conform to a societal standard and the basis of the creation should be understood by most intellectual people. For example, some contend that computer-generated images, such as fractals, are not art due to the large role played by a computer. E.O. Wilson states “the exclusive role of the arts is to intensify aesthetic and emotional response. Works of art communicate feeling directly from mind to mind, with no intent to explain why the impact occurs” (218). A simple definition may be that art is the physical expression of the ideals formed by the mind.