Historically video games have been considered a novelty or technical subject, but in recent year given the increase in technology video games have been able to show that they are more. While not a traditional art form, video games do have an artistic basis. Video games are increasingly becoming more story and visually based. With these increased artistic elements it is increasingly becoming harder to deny that video games are art, but maybe they are not the art defined by a traditional definition. Critics state that that video games do not have the artistic values that art has but perhaps there needs to be a new definition of what art is to include video games. Art can be divide in to two different categories, “literacy arts,” art forms that attempt to tell a story, and “fine arts,” traditional works, sculptures, and paintings, as well music and dance. Video games, along with film, are an example of a literacy art form. Video games are increasingly becoming literacy art by telling stories that are equal if not better than those found in most movies. Not just mediocre stories to have them in the games, but compelling stories that drive the player to push forward. Bioshock, a 2007 release, is an example of this increasing importance of stories in video games. Influenced by philosophy and the works of Ayn Rand, the creator where able to create a cautionary tale of man’s individualism and genetic tweaking (VerBruggen). Art has an emotional effect on its viewers, too; it suggests new ideas and criticizes the current. Video games serenely do this, video games have the capability to tell a dramatic story, and have done so in games like, Mass Effect, Mirror’s Edge, and The Last of Us. Each of these games involve a story composed of remar... ... middle of paper ... ... be defined by a traditional art definition. These definitions of art cover a traditional definition and both authors agree that video games cannot be defined by these definitions, therefore video games need to be defined by a new definition. Video games are a collaborative effort of a team of artists that tell a dynamic story sometimes greater than those of movies. This story involves the player as a main driving force and an important. Work Cited Adams, Ernest W. "Will Computer Games Ever Be a Legitimate Art Form?" Journal of Media Practice 7.1 (2006): 67-77. Communication & Mass Media Complete. Web. 25 Oct. 2013. Hall, Stefan. "Video Games as Collaborative Art." Phi Kappa Phi Forum 88.1 (2008): 19. Education Research Complete. Web. 24 Oct. 2013. VerBruggen, Robert. “Games People Play.” Academic Questions 25.4 (2012): 552-560. Springer Link. Print. 7 Nov. 2013.
A number of people want to cross a bridge to see what is on the other side. But sometimes the complexity of these games can make it time consuming and impossible to move on. Therefore children and adults buy guidebooks to help them get through. The author contributes a flashback when he spent close to a thousand dollars for cheat sheets, maps, help books, and phone support to assist a futile attempt to complete a video game. The need for guidebooks is new and people need them because the complexity of these worlds can be
In pages 20-24 of Reality Is Broken: Why Games Make Us Better and How They Can Change the World, I agree that there are many different video games. For me, I am a fan of single-player games with story modes because I can play by myself and go at a pace that suits me. However, I enjoy playing online multiplayer when I have friends I can play with because it is fun interacting with friends and doing stuff together. I play on a console or my computer, but I have played on my phone and a hand-held device. I have not played a board game or card game in a while, but I would play it if the opportunity presents itself. The video games genres I play are sports, action, and adventure. I agree with Jane McGonigal that video games share four defining traits,
The question if video games are art or not is put into the legal system and is summarized by Adam Liptak, a writer for The New York Times. He explains in his article, “Justices Reject Ban on Violent Video Games for Children,” how it is an individual families’ choice to decide what video games their children should play, not the government’s. Liptak, quoting the U.S. Justice, Antonin Scalia, informs us about the first amendment right the people have in the United States by including, “Depictions of violence, Justice Scalia added, have never been subject to government regulation. ‘Grimm’s Fairy Tales, for example, are grim indeed,’ he wrote, recounting the gory plots of ‘Snow White,’ ‘Cinderella’ and ‘Hansel and Gretel.’” Scalia, quoted in Liptak’s article tells, “No doubt a state possesses legitimate power to protect children from harm, but that does not include a free-floating power to restrict the ideas to which children may be exposed.” Since in America, the people are free to have rights, the government should not be able to tell it’s people what they can or cannot play related to video games unless it’s a threat to the country itself. Closely related to Liptak’s article, Seth Schiesel, a The New York Times author, composed, “Supreme Court Has Ruled; Now Games Have a Duty,” which gives us a legal view of the question if video games are an art form. Schiesel wrote, “It is now
However, varying core aspects of video games have ignited the prevailing collective interests, including the intent of lawmakers. Conversely, the core purposes of video games is perceived to instigate differing implications ranging from; formulating competent scholarly video plays to act as tutoring, as well as inspiring models in intellectual environs. As noted by Ferguson & Rueda (2010), this might also make aggressive gaming progressively more insecure when contrasted to the scary television scenes. Alternatively, the invention of modern ultraviolent film games over the 1990s, as well...
Video games are not always just for entertainment or to have fun, sometimes they can be of educational value toward many things or help develop your personality, most of the time people play games for more than just fun but to learn new ways to do some things in real life.
Bissell, Tom. "Extra Lives: “Why Video Games Matter.” They Say / I Say 2nd Ed. Birkenstein, Cathy, Russel Durst, and Gerald Graff New York: W.W. Norton & Company, (2012). 349-361. Print.
Some view video games as simply that, games nothing more nothing less. Highly respected game designer, famed director, and creator of the Metal Gear Solid series Hideo Kojima has been quoted as saying “ If 100 people walk by and a single person is captivated by whatever a piece radiates it is art, however videogames are not trying to capture one person. A videogame should make sure that all 100 people that play the game should enjoy the service provided by the game. It’s something of a service. It is not art however.” Art has been described as many things, the literal definition of it is “the expression or application of human creative skill or imagination”. A lot of people have put their souls into their work and have expressed their very lives into what they are presenting. However movies have been considered works of art and they have been used to make money and attract the masses. Earlier this year in March software developer Square-Enix held an art exhibit at Gallery Nucleus in Los Angeles, California. To answer the question of whether or not a video game can be considered art, you must look at videogames as a whole and decide for yourself what you consider
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Bell, Chris. "Video Games: The Sport of the Future?" The Telegraph. Telegraph Media Group, 26 June 2013. Web. 11 Dec. 2013.
enthusiasts, and art lover have all been discussing for some time now. There are many reasons why video games should be considered art. They could be considered art in the form of storytelling and visual/graphics. Another reasons video games should be considered a form of art is because of the imaginative level designs, creative art style, vivid colors and lighting effect to make some games colorful and playful while making other games look realistic and serious. The characters in video games are also an example of why video games should be considered a form of art, because the character can have a
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve
During these past few decades, technology has advanced drastically, especially in the aspects of gaming. At one point in history video games could only be playable at home, but now with all these improvements in technology, games can be easily played on our mobile devices. Likewise, these advancements in gaming have created endless possibilities for people of all ages to participate in this activity. Consequently, video games have influenced society and have impacted us in various ways.
To conclude, video games occupy a noticeable part of today’s society. While it offers many social, academic and also professional benefits, the controversial drawbacks are certain.
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.