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The concept of video games as a form of art is a commonly debated topic within the
entertainment industry Entertainment is a form of activity that holds the attention and Interest (emotion), interest of an audience or gives pleasure and delight. It can be an idea or a task, but it is more likely to be one of the activities or events that have deve ...
. Though
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s have been afforded legal protection as creative works by the
Supreme Court of the United States 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 Federal tribunals in the United States, U.S. federal court cases, and over Stat ...
, the philosophical proposition that video games are works of
art Art is a diverse range of cultural activity centered around ''works'' utilizing creative or imaginative talents, which are expected to evoke a worthwhile experience, generally through an expression of emotional power, conceptual ideas, tec ...
remains in question, even when considering the contribution of expressive elements such as acting, visuals, design, stories, interaction, and music. Even
art game An art game (or arthouse game) is a work of Interactive art, interactive new media art, new media digital art, digital software art as well as a member of the "art game" subgenre of the serious game, serious video game. The term "art game" was ...
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 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of the video game as an art form came in the late 1980s when art museums began retrospective displays of then outdated first and second generation games.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. 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, Minneapolis, Lowry Hill neighborhood of Minneapolis, Minnesota, United States. The Walker is one of the most-visited modern and contemporary art museums in ...
's "Beyond Interface" (1998), the online "Cracking the Maze - Game Plug-Ins as Hacker Art" (1999), the UCI Beall Centre's "Shift-Ctrl" (2000), and a number of shows in 2001. The concept of the video game as a Duchamp-style readymade or as
found object A found object (a calque from the French ''objet trouvé''), or found art, is art created from undisguised, but often modified, items or products that are not normally considered materials from which art is made, often because they already hav ...
resonated with early developers of the
art game An art game (or arthouse game) is a work of Interactive art, interactive new media art, new media digital art, digital software art as well as a member of the "art game" subgenre of the serious game, serious video game. The term "art game" was ...
. In her 2003 Digital Arts and Culture 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, or the digital arts, is artistic work that uses Digital electronics, digital technology as part of the creative or presentational process. It can also refer to computational art that uses and engages with digital media. Since the 1960 ...
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—an object larger than a meteoroid that is neither a planet nor an identified comet—that orbits within the Solar System#Inner Solar System, inner Solar System or is co-orbital with Jupiter (Trojan asteroids). As ...
'', ''
Pac-Man ''Pac-Man,'' originally called in Japan, is a 1980 maze video game developed and published by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The pla ...
'', 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 performance art, art performances which emphasized the artistic process over the finishe ...
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 game An indie video game or indie game (short for independent video game) is a video game 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 ...
s. 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 organiza ...
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 is a Japanese video game designer, video game producer, producer and Creative director#Video games, game director at Nintendo, where he has served as one of its representative directors as an executive since 2002. Widely regarded as one o ...
) into the
Ordre des Arts et des Lettres The Order of Arts and Letters () is an order of France established on 2 May 1957 by the Minister of Culture. Its supplementary status to the was confirmed by President Charles de Gaulle in 1963. Its purpose is the recognition of significant ...
. 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 feder ...
, 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 turn on question ...
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 (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 A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art ...
and interactive art. The
Smithsonian American Art Museum The Smithsonian American Art Museum (SAAM; formerly the National Museum of American Art) is a museum in Washington, D.C., part of the Smithsonian Institution. Together with its branch museum, the Renwick Gallery, SAAM holds one of the world's lar ...
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 (Manhattan), 53rd Street between Fifth Avenue, Fifth and Sixth Avenues. MoMA's collection spans the late 19th century to the present, a ...
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" art exhibit held at the time of the
Electronic Entertainment Expo E3 (short for Electronic Entertainment Expo) was an annual Trade fair, trade event for the video game industry organized and presented by the Entertainment Software Association (ESA). It was held principally in Los Angeles from 1995 to 2019, wit ...
highlights
video game art Video game art is a 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 relies on a b ...
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 Enterprises. It takes place each spring in New York City, showcasing a diverse selection of film, episodic, talks, music, games, art, and immersive programming. The festival ...
, while having featured video games in the past, had its first Tribeca Games Award at the 2021 event.


Philosophical arguments

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 ''The Sydney Morning Herald'' (''SMH'') is a daily tabloid newspaper published in Sydney, Australia, and owned by Nine Entertainment. Founded in 1831 as the ''Sydney Herald'', the ''Herald'' is the oldest continuously published newspaper in ...
'' as a game that "asks players to inhabit their character's emotional worlds". For example, ''
Papers, Please ''Papers, Please'' is a puzzle simulation video game created by indie game developer Lucas Pope, developed and published through his production company, 3909 LLC. The game was released on August 8, 2013, for Microsoft Windows and OS X, for ...
'' is a game ostensibly about being a border agent checking passports and other travel documents in a fictional
Eastern Bloc The Eastern Bloc, also known as the Communist Bloc (Combloc), the Socialist Bloc, the Workers Bloc, and the Soviet Bloc, was an unofficial coalition of communist states of Central and Eastern Europe, Asia, Africa, and Latin America that were a ...
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 recognise ...
as under the First Amendment 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 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", usually perpetuated by moral e ...
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 video game developed and published by Taito for Arcade video game, arcades. It was released in Japan in April 1978, with the game being released by Midway Manufacturing overseas. ''Space Invaders'' was the first fixed s ...
'' and ''
Pac-Man ''Pac-Man,'' originally called in Japan, is a 1980 maze video game developed and published by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The pla ...
'' drawing in millions in revenue from minors.
Precedent Precedent is a judicial decision that serves as an authority for courts when deciding subsequent identical or similar cases. Fundamental to common law legal systems, precedent operates under the principle of ''stare decisis'' ("to stand by thin ...
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 ''Mortal Kombat'' is an American media franchise centered on a series of fighting game, fighting video games originally developed by Midway Games in 1992. The original ''Mortal Kombat (1992 video game), Mortal Kombat'' arcade game spawned Lis ...
'' 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 – and the creation of the
Entertainment Software Rating Board The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in Canada, the United States, and Mexico. The ESRB was established in 1994 by the Entertainment Soft ...
(ESRB) to stave off proposed legislation to regulate the industry. While the ESRB system was voluntary, 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 the
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 Unite ...
, 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 legal scholar and retired United States circuit judge who served on the U.S. Court of Appeals for the Seventh Circuit from 1981 to 2017. A senior lecturer at the University of Chicag ...
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 Manchester in 1821 as ''The Manchester Guardian'' and changed its name in 1959, followed by a move to London. Along with its sister paper, ''The Guardian Weekly'', ''The Guardi ...
'', 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 of games' artistic potential as underpinned by the creative visions of sole creators. John Lanchester of the ''
London Review of Books The ''London Review of Books'' (''LRB'') is a British literary magazine published bimonthly that features articles and essays on fiction and non-fiction subjects, which are usually structured as book reviews. History The ''London Review of Book ...
'' 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 art, interactive new media art, new media digital art, digital software art as well as a member of the "art game" subgenre of the serious game, serious video game. The term "art game" was ...
s attempt to create a separate milieu opposed to video games they accept to be
low culture Low or LOW or lows, may refer to: People * Low (surname), listing people surnamed Low Places * Low, Quebec, Canada * Low, Utah, United States * Lo Wu station (MTR code LOW), Hong Kong; a rail station * Salzburg Airport (ICAO airport code: ...
. 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, 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''. 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 Roger Joseph Ebert ( ; June 18, 1942 – April 4, 2013) was an American Film criticism, film critic, film historian, journalist, essayist, screenwriter and author. He wrote for the ''Chicago Sun-Times'' from 1967 until his death in 2013. Eber ...
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'' was essential to a proper appreciation of the film '' Doom'' (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. 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 writer, filmmaker, and visual artist. He came to prominence in the 1980s with a series of short stories collectively named the ''Books of Blood'', which established him as a leading horror author ...
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 ''The Tragedy of Romeo and Juliet'', often shortened to ''Romeo and Juliet'', is a Shakespearean tragedy, tragedy written by William Shakespeare about the romance between two young Italians from feuding families. It was among Shakespeare's ...
'' 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 of thatgamecompany 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 (or, fine arts) is made primarily for aesthetics or creative expression, distinguishing it from popular art, decorative art or applied art, which also either serve some practical function (such as ...
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 Apology, The Apology, apologize/apologise, apologist, apologetics, or apologetic may refer to: Common uses * Apology (act), an expression of remorse or regret * Apologia, a formal defense of an opinion, position, or action Arts, entertainment ...
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. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arran ...
and Go to be art. He went on to argue that art in the sense that Romantics like Ebert, Schopenhauer, 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 Naivety, naïve imitation, overly eccentric, gratuitous or of banal Taste (sociology), taste. The modern avant-garde traditionally opposed kitsch ...
and describing aesthetic appreciation of video games as camp. After addressing the corrupting influence of commercial forces in indie 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 is a Japanese video game designer. Regarded as one of the pioneering auteurs of video games, he developed a strong passion for film and literature during his childhood and adolescence, which in turn has had a significant influence on his game ...
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
game A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art ...
s, 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 is the tertiary industry, tertiary and quaternary industry, quaternary sectors of the entertainment industry that specialize in the video game development, development, marketing, distribution (marketing), distribution, ...
. 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 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 *
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 arts festival that usually takes place in three cities of Brazil: São Paulo, Rio de Janeiro and Porto Alegre. It has a ...
* Game canon * '' Game Masters'', an exhibition at the
Australian Centre for the Moving Image ACMI, formerly the Australian Centre for the Moving Image, is Australia's national museum of screen culture including film, television, videogames, digital culture and art. ACMI was established in 2002 and is based at Federation Square in Melbo ...
that explored key artists and designers of the video game medium * Game studies * Interactive art *
Machinima Machinima () is the use of Real-time computing, real-time computer graphics engines to create a cinematic production. The word "Machinima" is a portmanteau of the words ''machine'' and ''Film, cinema''. According to Guinness World Records, ma ...
, the use of games for storytelling * Kokoromi collective * '' Playing Columbine'', 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 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 relies on a b ...
, artistic expressions using video games as a medium *
Video game development Video game development (sometimes shortened to gamedev) is the process of creating a video game. It is a multidisciplinary practice, involving programming, design, art, audio, user interface, and writing. Each of those may be made up of more speci ...
, the process of creating a video game *
Visual novel A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustratio ...


References

{{Video game controversy Visual arts media Art criticism Video game culture