Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Sunday, January 3, 2010

Modifying Art, Andrew Y Ames


"Rules," as the popular saying has it, "are made to be broken."(1 ) They establish standards, guide behavior, and organize play, but in doing so, they expose the nature of the game. They prompt the player to think about the game and its rules and to ask, "Why is the game played this way?" The question is important to children and also to artists, and to others who may long to change the rules of the game. Children may change the rules of games to make their games easier to play, to gain some advantage, or perhaps to include or exclude certain individuals; they may change the rules to make a game more interesting or challenging or even more fair. The rules reveal and create a world, and players may want to imagine and experience an alternative. They see the game for what it is, and they want to change it. Artists do this when they modify games, and those who create art by modifying games do believe that the rules are made to be broken. The modification of analog and video games by artists reminds us that there is an art to modification and art in the modification.

Game modification by artists is not a recent phenomenon. Artist-players have customized and adapted the rules of game play since there have been games to play, but game modification is a significant part of certain art movements. Surrealist created their games of chance, Duchamp had role-games and fascinations with chess, and the 1970's happened upon Fluxus games. Games themselves became Fluxus essentials and served as modes of exploration and means of dissemination of Fluxus ideas about art. Fluxus artists pursued the game as a path of experience and experimentation that involved humor and participation—often physical participation—and used the game as a way to question and to undermine the seriousness of art.(2)

Fluxus games were often simple creations such as boxes containing rules and items for playing games. The boxes, for example, would contain altered decks of cards and manipulated chess and backgammon boards. During Fluxfests, artists would play modified multiplayer games, including soccer on stilts, ping-pong with holes in the paddles, and bike races to determine who could be the last person to cross the finish line. Fluxus artist modified a range of games from simple table games to more elaborate physical tournaments, yet they had this in common: they changed the rules of the game.

Today, patrons can visit museums to see exhibits of Fluxus games from the 60's and 70's, but, unfortunately, they generally only see the games displayed; they do not play the games, and Fluxus games were designed to be played. An aspect of the life of the art is lost. Celia Pearce writes,
There is deep and tragic irony in going to an exhibition of Fluxus artifacts…. Objects whose entire purpose was to elicit play exist now only as the corpses of their former selves, trapped in a "Mausoleum" within the object-centric commodity-based world of Art with a capital A.(3)

Fluxus games are to be played, and mere display deadens the art. As Pearce points out, those who play the game are "co-creators" of the art,(4) so without play the art is incomplete. Moreover, Fluxus games, which in a museum display are contextualized as objects of art are subverted by the context, for Fluxus games challenged the role and value of art as object. Video game modifications of recent times pose the same kind of challenge as Fluxus games: they are designed for play, not display. However, they have a feature that may well keep them from becoming "object-centric" and "commodity-based " art; they are not objects to begin with; games live in an electronic environment. To be observed, they must be active. Only the medium in which they are displayed—a computer—becomes the object. Most people already have the object on which video games are played, and they do need not visit a gallery space to experience a video game modification. It is possible for many to download and to play an artist's game modification from the Internet. Video game modifications today, in contrast to early Fluxus games, have the advantage of greater playability and availability.

Through the Looking Glass, the first video game created for the Apple Macintosh computer, is a video game modification.(5) It earns a certain place in the history of Apple and did require skillful coding, but its basic design is little more than a game of chess modified to include Alice from Lewis Carroll's book, "Alice in Wonderland." Simply changing the pieces or characters in a game is not unique in the gaming world; many board-game manufactures have changed the pieces to put a new face on an old game and sell more boards. However, this was also the first game that allowed players, not programmers, to design and create their own distinctive game pieces. Granted this was done to show off the computer's graphic ability, but it opened a new door of interest and imaginative possibilities in video game modification. It set a precedent in gaming that has continued with games such as SimCity,DOOM,Unreal Tournament,Halo, and many other games that have included game editors. Video games that ship with game editors allow artists to apply Fluxus ideals, and they may actually create new artists who are drawn into explorations and experiments a new form of gaming. Those who experiment with game editors and modify games, knowingly or unknowingly, continue the work of Fluxus, because their changes at times hinder play, subvert rules, and introduce the ridiculous. The games editors, at least in some ways, make it possible to change the rules of the game.

Joan Heemskerk and Dirk Paesmans, "the Dadaists of Internet art" who collaborate as Jodi,(6) also modify games. One of their works, SOD, shown in the exhibit GAMESHOW, June 2001 to May 2002 at Mass MoCA, is a modification built using the Castle Wolfenstein gaming engine.7 In the modification, the artists have removed all of the recognizable elements of the game and have replaced them with black and white geometric shapes that create a new architecture and a new gaming environment that challenge the player's orientation as well as hinder navigation.

The dysfunctional elements of Jodi's game effectively expose and undermine Wolfenstein's paradigms of navigation and construction of space. SOD also exposes and demolishes the balance between the user's and the system's control which is an essential element of any action game.(8)

By making the game more difficult to play, the members of Jody have exposed the elemental structure of the game's environment and have also created abstract art.

Feng Membo has focused on modifying the video game DOOM, these mods include Taking Mt Doom by Strategy, Q4U and AH_Q. The modifications reflect a variety of approaches: transforming the look of the characters in the game, changing how players interact with the game, and finally taking a studio approach by making large paintings that have been inspired by screenshots of the modified game. In Ah_Q, a modification of the first person shooter game DOOM, shown in the 2004 Ars Electronica exhibition in Linz, Austria, Membo has put his very own likeness into the game.(9) Users play the game as a shirtless Feng Membo holding a big gun in one hand and a mini DV camera in the other. To add to the confusion of play, all of the typical monsters in DOOM have also been replaced with Membo's likeness. The gore and shock of the game has also modified and increased by adding mirrors to the environment so that players will be able to watch themselves, or rather to watch the many likeness of Feng Membo, die. Membo has also replaced the keyboard and mouse with a Dance Dance Revolution controller: to kill, the player must "dance" so to speak. With these mods and through the use of "digital" clones, Membo is able to explore and question the concepts of online identity within the context of role-playing in a commercial environment amongst the violence of the game.(10)

By changing the controller, Membo transformed player into a performer. Video games themselves can be made into performance. More recently, video games have been coming out of the computer and out of the consol and have been moved into movies; some games are becoming contemporary performance art works. Roomba Frogger preformed by Make Magazine's Phillip Torrone and Eyebeam's Limor Fried was a live action game based on the 1981 video arcade game Frogger. During the performance, Torrone and Fried took a Roomba, an autonomous robot vacuum cleaner, which they had dressed in a green t-shirt to make it look like a frog, and reprogrammed the vacuum cleaner so that it could be controlled using a Bluetooth enabled laptop. They then let the Roomba loose on a busy street. The object of the game was for players to get the Roomba robot across the street safely, just as players would do in the original Frogger.(11) The game becomes a performance.

Another example of game as performance is found in the project series GAMEOVER. In the performance, the 1972 Atari game, Pong, and the 1978 game, Space Invaders, designed by Toshihiro Nishikado, are reenacted by a group of performers (see photographs in APPENDIX). In the seats of an auditorium, the performers act as or represent a single pixel of the game's graphics. They act as pixels and act out the game. In the 2005 performance of Pong in Turn-of-Peliz (Switzerland), six people, three for each side, acted as the paddles, and a seventh person served as the ball. Performers moved from seat to seat in the auditorium, which became a theatrical pixel grid, and played out or acted out a game. The performance took two hours and was documented in photographs that were later assembled to create a two-minute video. By transforming the Pong game into a performance, there is a return to an element of Fluxus practice, for people are playing the game; but the element is lost when the game is reduced to photographs and video, which serve to preserve the moment of the art. The art flows from action to observation to object.

The rules of the game can be changed. There is an art to modification and art in the modification. Fluxus emphasized art as act, and the modification of a video game that plays and will be played expresses this perspective. Art, in the Fluxus tradition, "is found in the action rather than the object, for if the action does not occur (the game is not played), what and where is the art?"(12) Game mods seem to answer the question. The modification is the art, which begs to be played, and in being played, the game is reaffirmed as art.

NOTES

(1) The saying is relatively recent and has been traced to Arthur C. Clarke's 1953 Expedition to Earth (Wolfgang Mieder, ed., A Dictionary of American Proverbs, [New York: Oxford University Press, 1992], 518).
(2)"Fluxus Games Exhibition Mixes Hijinks and High Art," Indepth Arts News; available from http://www.absolutearts.com/artsnews/2001/06/16/28719.html; accessed December 1, 2006.
(3)Celia Pearce, "Games as Art: The Aesthetics of Play," Visible Language 40, no. 1 (2006): 70.
(4) Ibid.
(5) The game was originally created by Steve Capps for the Lisa computer, but was ported to the Macintosh when brought to the attention of Steve Jobs (Andy Hertzfeld, "Alice," Folklore [June 1982]; available from http://www.folklore.org/StoryView.py?project=Macintosh&story=Alice.txt; accessed December 3, 2006).
(6) Margaret Sundell, "Jodi - New York - Internet Art of Joan Heemskerk and Dirk Paesmans," ArtForum (September 2003); available from http://www.findarticles.com/p/articles/mi_m0268/is_1_42/ai_108691821; accessed December 5, 2006.
(7) "Gameshow: Past Exhibition, Building 4 & 5, June 2001-May 2002," Visual Arts; available from http://www.massmoca.org/visual_arts/past_exhibitions/visual_arts_past_2001.html; accessed December 6, 2006.
(8) Christiane Paul, Digital Art, World of Art (New York: Thames & Hudson, 2003).
(9) Maia Engeli, "Ars Electronica 2004--The Exhibitions: Linz, Austria, September 2-7, 2004," Leonard on-line; available from http://timesup.org/reviewed/ldr.pdf; accessed December 5, 2006.
(10)Christiane Paul, Digital Art, World of Art (New York: Thames & Hudson, 2003).
(11) Daniel Terdiman, "Roomba Takes Frogger," C/Net News.com (March 15, 2006); available from http://news.com.com/Roomba+takes+Frogger+to+the+asphalt+jungle/2100-1043_3-6049922.html; accessed November 30, 2006.
(12) "Gameshow: Past Exhibition, Building 4 & 5, June 2001-May 2002," Visual Arts available from http://www.massmoca.org/visual_arts/past_exhibitions/visual_arts_past_2001.html; accessed December 6, 2006.

BIBLIOGRAPHY

Engeli, Maia. "Ars Electronica 2004--the Exhibitions: Linz, Austria, September 2-7, 2004." Leonard on-line. Available from http://timesup.org/reviewed/ldr.pdf. Accessed December 5, 2006.
"Fluxus Games Exhibition Mixes Hijinks and High Art." Indepth Arts News. Available from http://www.absolutearts.com/artsnews/2001/06/16/28719.html. Accessed December 1, 2006.
"Gameshow: Past Exhibition, Building 4 & 5, June 2001-May 2002." Visual Arts. Available from http://www.massmoca.org/visual_arts/past_exhibitions/visual_arts_past_2001.html. Accessed December 6, 2006.
Hertzfeld, Andy. "Alice." Folklore (1982). Available from http://www.folklore.org/StoryView.py?project=Macintosh&story=Alice.txt. Accessed December 3, 2006.
Wolfgang Mieder, ed. A Dictionary of American Proverbs. New York: Oxford University Press, 1992.
Paul, Christiane. Digital Art. World of Art, New York: Thames & Hudson, 2003.
Pearce, Celia. "Games as Art: The Aesthetics of Play." Visible Language 40, no. 1 (2006): 66-89.
Margaret Sundell, "Jodi - New York - Internet Art of Joan Heemskerk and Dirk Paesmans," ArtForum (September 2003). Available from http://www.findarticles.com/p/articles/mi_m0268/is_1_42/ai_108691821. Accessed December 5, 2006.
Terdiman, Daniel. "Roomba Takes Frogger." C/Net News.com (2006). Available from http://news.com.com/Roomba+takes+Frogger+to+the+asphalt+jungle/2100-1043_3-6049922.html. Accessed November 30, 2006.

APPENDIX

GAMEOVER 2005 performance of Pong
GAMEOVER 2006 performance of Space Invaders

Andrew Y Ames is a new media artist and designer. A graduate of the University of Denver's BFA program in Electronic Media Art and Design, he is currently pursuing the MFA in Digital+Media at the Rhode Island School of Design. His designs, prints, and game modifications invite critical reflection on consumerism, politics, and media. Examples appear in the 2007 Web Biennial International Contemporary Art Exhibition of the Istanbul Contemporary Art Museum and are available at arbitrarynature.com.



Above copied from: http://www.hz-journal.org/n10/ames.html

Saturday, January 3, 2009

Take Care of the World, Öyvind Fahlström (1975)


1. Art — Consider art as a way of experiencing a fusion of "pleasure" and "insight", Reach this by impurity, or multiplicity of levels, rather than by reduction.

The importance of bisociation (Koestler). In painting, factual images of erotic or political character, for example, bisociated, within a game-framework, with each other and/or with "abstract" elements (character-forms, cf. my statements in Art and Literature 3) will not exclude but may incite to "meditational" experiences. These, in turn, do not exclude probing on everyday moral, social levels. This would hold true equally for theater. In two short plays of mine, The Strindberg Brothers and Hammarskjold on God, performed in Stockholm, dance-like "pure" sequences are interlocked by an actual interview with an aged couple on the cost of living and a representation of the Swedish crown prince burning himself like a Buddhist monk. An interview with a sex-change case is both documentary and pure sound (yells).

2. Games — Seen either as realistic models (not descriptions) of a life-span, of the Cold War balance, of the double-code mechanism to push the bomb buffon — or as freely invented rule-structures. Thus it becomes important to stress relations (as opposed to "free form" where everything can be related to anything so that in principle nothing is related). The necessity of repetition to show that a rule functions — thus the value of space-temporal form and of variable form. The thrill of tension and resolution, of having both conflict and non-conflict (as opposed to "free form" where in principle everything is equal). Any concept or quality can be a rule, an invariable. The high notes or yells of the sex-change interviewer in The Strindberg Brothers (see section 1 above), replacing and cued to the exact length of her questions, constitute a rule as well as the form-qualities of a painted, magnetized metal cut-out. The cut-out is an invariable as form, out- look. As long as another element is not superimposed on it, the cut-out will never vary visually, but its meaning will vary depending on its position. Rules oppose and derail subjectivity, loosen the imprinted circuits of the individual.

3. Multiples — Painting, sculpture, etc., today represent the most archaic art media, depending on feudal patrons who pay exorbitantly for uniqueness and fetish magic: the "spirit" of the artist as manifested in the traces of his brushwork or least in his signature (Yves Klein selling air against a signed receipt in 1958).

It is time to incorporate advances in technology to create mass-produced works of art, obtainable by rich or not rich. Works where the artist puts as much quality into the conception and the manufacturer as much quality into the production, as found in the best handmade works of art. The value of variable form: you will never have exactly the same piece as your neighbor. I would like to design an extensive series of puppet games, sold by subscription, in cut-out sheets; or 3-D dolls (BARBIES FOR BURROUGHS project). And robot theater elements arrange themselves by computer programming.

4. Style — If bisociation and games are essential, style is not. Whether a painting is made in a painterly, in a hard- edge graphic or in a soft photographic manner is of secondary interest, just as documentary, melodramatic and dance-like dimensions can interweave in a play. I am not much involved in formal balance, "composition" or, in general, art that results in mere decorative coolness (art that functions primarily as rugs, upholstery, wallpaper). Nor am I concerned with any local cute pop or camp quali- ties per se, be they the thirties, comics, Hollywood, Americana, Parisiana, Scandinavianisms.

5. Essentials — In order to seem essential to me a material, content or principle does not only have to attract me "emotionally", but should concern matters that are common and fundamental to people in our time, and yet be as "fresh", as untainted by symbolism, as possible. I deplore my incapacity to find out what is going on. To find out what life, the world, is about, in the confusion of propaganda, communications, language, time, etc.

Among the things I am curious about just now: where to find (and make a film of) the life geniuses, individuals who manage to put the highest degree of artistry (creativity, happiness, self-fulfillment) in every phase of their living. What are the relations and possibilities in art-and-technology, new media? Chemical/electrical brain stimulation and ESP. Opera-theater-Happenings-dance.

6. Risk reforms — Attitude to society: not to take any of the existing systems for granted (capitalist, moderately socialized or thoroughly socialized). Refuse to presume that "sharpness" of the opposite systems will mellow into a worthwhile in-between. Discuss and otherwise influence the authorities toward trying out certain new concepts.

The reforms mentioned below are of course not proposed with the huge, rigid warfare states like Russia or the U.S.A. in mind, but rather small welfare states like Sweden, groping for goals. The reforms are all more or less risky — which should be considered an asset: they will appear not as another series of regulations, but as events that might somewhat shake the chronic boredom of well-fed aim-lessness and shove the country in question into international prominence.

7. Arms — Complete and unilateral disarmament (apart from a small permanent force submitted to the United Nations). Small countries will soon have to make the choice between this and acquiring nuclear weaponry anyway. The risk of disarming is minimal, as only other small countries now (or even later with nuclear arms) can be deterred. This step would, among other things, release tax income, man- and brainpower for other reforms.

8. Terror — Instead of prisons, create forcibly secluded, but large, very complete and very "good" communities (everyday Clubs Méditerranéen) where offenders could gradually find satisfying ways of living without further offenses. The risk would of course be the suffering of victims, with potential offenders no longer deterred.

Value: having to find out what makes a "good" community; corralling the discontented part of the population; finding out if punishment deters; finding out if a major part of the population will turn criminal in order to be taken care of in a closed community rather than live in the open one.

9. Utilities — Free basic food, transportation and housing paid through taxes. Risk: "No one will care to work." Value: true equality—everyone paying taxes according to what he or she earns. As opposed to the present token equality, where an apple costs differently to each buyer.

10. Profits — Steer away from redundant, self-revolving production (five to ten different companies producing the same detergent— competition mainly on the level of marketing gimmicks) by letting government agencies assign projects to the two or three most qualified bidders (like military contracts plus limited competition). What to be produced thus will be decided centrally by the country; how to produce, by the manufacturer; and how to divide the profits, by manufacturers and workers. An attempt to combine planning and incentive. The risk of less variety and lack of incentive outweighed by the chance to diminish the alienation in ordinary blindfolded work; of replacing publicity with information; and primarily to divert brain- and manpower to neglected fields like housing, pleasure, education, etc.

11. Politics — Government by experts and administrators. Delegate the shaping of policies and the control of experts to a body of "jurors" replaced automatically at given intervals, chosen from outstanding persons in all fields. Abolish politicians, parties, voting. Perhaps have referendums. Voting and active participation on mainly regional, labor and such levels where participation is concrete and comprehensible.

Find and channel some geniuses into creative administrative and diplomatic work, instead of excluding them from such leadership. Risk: nothing can be worse than the present predicament of power games on local and global levels between smalltime politicians whose sole expertise lies in acquiring and keeping power.

12. Pleasure — "The ecstatic society ". Research and planning in order to develop and mass produce "art" as well as "entertainment" and drugs for greater sensory experiences and ego-insight. New concepts for concert, theater and exhibition buildings; but first of all pleasure houses for meditation, dance, fun, games and sexual relations (cf. the "psychedelic discothéque" on the West Coast, and the multiscreen discothéques of Gerd Stern and Andy Warhol). Utilize teleprinter, closed-circuit TV, computers, etc., to arrange contacts, sexual and other. Incite to creative living, but also approve "passive" pleasures by means of new drugs - good drugs, strong and harmless, instead of perpetuating the use of our clumsy, inherited drugs, liquors, stimulants. Refine the activating (consciousness-expanding) new drugs. And develop euthanasia drugs to make dying easy, fast and irrevocable for terminal cases and prospective suicides.

The risk of people not caring to work anymore would be eliminated by the fact that people would have superficial benefits attractive enough to make it worthwhile to work in order to obtain them.

P.S. In this Manifesto (especially subjects no. 6. 11 and 12) there are several ideas expressed to which I no longer subscribe.

Öyvind Fahlström
New York
1975

above copied from: http://www.fahlstrom.com/texts_take.asp?id=7&subid=9

Friday, October 17, 2008

Are Video Games Art? Aaron Smuts


ABSTRACT
In this paper I argue that by any major definition of art many modern video gamesshould be considered art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think that some video games should be classified as art, and that the debates concerning the artistic status of chess and sports offer some insights into the status of video games.

KEY WORDS
video games, technology-based art, gamers, game design, game designers, narrative art

1. Introduction

In a Newsweek article from March of 2000, Jack Kroll argues that "games can be fun and rewarding in many ways, but they can't transmit the emotional complexity that is the root of art."[1] Kroll's article sparked a series of angry replies, mostly from gamers writing for industry magazines on the web,[2] but the controversy was not confined to fan culture and journalism. In an article published in MIT's Technology Review called "Art Form for the Digital Age," film scholar Henry Jenkins criticized Kroll for dramatically underestimating the potential of video games.[3] Outside of academia, Kroll's article was also cited in an amicus brief advising the Seventhth Circuit Court of Appeals on a case regarding an Indiana video game censorship law.[4] The extent and diversity of the response indicates that Kroll hit a nerve, and it is worthwhile to dig a little deeper into the issue.

Despite the cultural prominence of video games and technology-based art, philosophical aesthetics has completely ignored the area. Scholars in other disciplines, such as film, have taken the lead in the conceptual debate. This is unfortunate, since seldom are there questions in the philosophy of art that have direct, real world consequences. Philosophical inattention to video games has a de facto effect on the multi-billion dollar industry by inadvertently making hasty censorship attempts easier. The fact that philosophers have not raised the question of whether video games can be art lends credence to the assumption that they are not.

In this paper I argue thatby any major definition of art many modern video gamesshould be considered art.[5] Typically, one advances the art status of a purported art form in a deductive fashion, by first picking a favored definition of art, then demonstrating that the candidate satisfies the sufficient conditions for art according to that definition, and finally concluding that the art form in question is art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. If we can agree that all these theories generally track our intuitions about what should be considered art, then when they are all in agreement we have good reason to think that we have successfully picked out an art form.

My argument proceeds in three major steps: I begin with a brief description of three recent games that have received extensive praise from gamers and game reviewers. I then attempt to situate video games with respect to larger issues about art and games by assessing the relevance of arguments about the aesthetics of sport and chess. Finally, I offer a host of reasons why some video games should be considered art according to several major theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think that some video games should be classified as art.[6]

2. Three Candidate Games

It will be useful to give a brief description of a few important games from which I will draw key examples. Max Payne (Remedy Entertainment, 2001), Halo (Bungie, 2001), and Tom Clancy�s Splinter Cell (Ubisoft, 2002) are three recent games that have earned significant critical acclaim. The sophistication of these games indicates the promising aesthetic potential of the purported art form.

Max Payne (Remedy Entertainment, 2001) is a third-person shooter, a game where the camera takes a perspective from slightly behind the character, allowing the player to control the direction in which the character looks and moves. Max Payne is a noir-revenge thriller in which the player's avatar[7] is a rogue cop on a mission to avenge the death of his wife and child. The game employs first-person, voice-over narration, like many works in the film noir genre, and it includes periodic graphic-novel cut scenes, inserts that develop the narration between levels or major sections of play. Although the cut-rateChandler-inspired dialogue and voice-over could use some extensive rewriting, the game makes a great effort to motivate revenge-directed anger by forcing the player to work through hallucinatory flashback episodes in which Max is impotent to prevent the slaughtering of his family. The elaborate plot, complete with double-crossings and evidence of conspiracies spiraling out to the highest levels, helps to evoke classic noir-inspired dread.

Halo, the most successful game for Microsoft's X-Box platform, is an elaborate science fiction adventure set in an artificial world. The game mixes play modes, moving from the first-person perspective of a cyborg warrior, to driving and flying modes of play. Like Max Payne, Halo takes over 20 hours to complete. The levels (or long, goal-directed segments of play) are highly integrated with the narrative, and much of the pleasure in playing the game derives from slowly uncovering the purpose of the world on which your army has crash-landed. The narrative development is highly sophisticated for a video game and involves plot twists, double-crossing and surprise introductions of new characters.

Splinter Cell, also a game for the X-box, is renowned for its graphics and life-like character movement. In the game's jingoistic narrative, you play a secret operative set to infiltrate a hostile country. As in the other two games discussed, Splinter Cell has an elaborate narrative that is tightly integrated with the game play. It is a third-person shooter but requires stealth-like movements. Much of the game play is spent waiting and hiding in suspense. The game features a complex plot, extremely detailed character movements and elaborate lighting effects, which include stunning shadow play and chiaroscuro. Splinter Cell is a highly unified effort to provoke the feeling of tension one has when sneaking around and hiding from danger.

These three games represent recent trends in video game design made possible by increasingly sophisticated technology. All feature integrated narratives, graphics nearing photo-realism and elaborate three-dimensional worlds with rich and detailed textures. I do not claim that any of these games are great art, but they are all adept at achieving the goals they set for themselves, goals of provoking specific emotions that are typical of similar genres in other art forms.

3. Where's the Art?

In order to determine whether video games are an art form, we first need some idea of where the art might lie. Video games combine elements from narrative fiction film, music and sports. They are arguably an art or sister art of the moving image, specifically, a form of digital animation. The code is like musical notation that is performed by the computer, and the games are played like sports. As we shall see, the debates concerning the artistic status of chess and sports offer some insights into the status of video games.

In the philosophy of sport, David Best makes a distinction between sports that are evaluated aesthetically (aesthetic sports) and those that are not (purposive sports).[8] Although we may say that a baseball pitcher has a beautiful arm or that a boxer is graceful, when judging sports like baseball, hockey, soccer, football, basketball and boxing, the competitors are not formally evaluated on aesthetic grounds. However, sports such as gymnastics, diving and ice skating are evaluated in large part by aesthetic criteria. One may manage to perform all the moves in a complicated gymnastics routine, but if it is accomplished in a feeble manner one will not get a perfect score. Best argues that "an aesthetic sport is one in which the purpose cannot be specified independently of the manner of achieving it."[9] One might argue that such sports are so close to dance that they are plausible candidates to be called art forms.

One objection to calling sports such as diving art forms is that they are competitive. If this objection holds, then perhaps video games are not art works either, since they are essentially competitive. Competition is considered inimical to artistic creation because it locates the purpose behind the production in non-aesthetic goals. However, it is fairly obvious that competition does not deny something of art status. Greek tragedies were explicitly entered into competitions, but no one seriously denies that they are art because of their competitive provenance. One can compose a poem with the intention of submitting it to a contest without its ceasing to be an art work. The same can be said of any kind of art, and there is thus no reason to think that competition is incompatible with other aesthetic goals.

One might argue that the situation is somewhat different with video games, since they are experienced competitively and there are no uncontested art forms where the audience's experience is itself competitive. This line of objection fails to account for the competitive aspect of the plethora of fictions that are centered around competitions. National Velvet, Sea Biscuit, The Karate Kid, and numerous other fiction films that we might consider art encourage the audience to root for one side of a competition, making the experience of the fiction competitive. If one takes issue with my examples, any suspense-generating fictional example will do. Does Hamlet cease to be art because the audience is encouraged to side with Hamlet against his father's killer?

One might respond that although we may find ourselves rooting for a fictional character in a novel, play or film, this experience is far different from that of rooting for our own success in a game. The objection may conclude that being involved in a competition precludes aesthetic experience; however, this objection is beside the point. We should not confine the audience of video games to players, since often games are played with an audience. There is no radical difference here between video games and dance contests or poetry slams. Although playing video games usually involves a smaller audience-to-competitor ratio, there is no reason why the audience watching someone play a game must be smaller than the audience of non-competitors at a poetry slam.

Nevertheless, we should not ignore the aesthetic experience of the performers of art works. The video game player can plausibly be considered a performer in a larger video game performance. Since the primary goal of most game design is to enhance such aesthetic experiences, it would seem that we have good reason to evaluate games as art works. Unfortunately, the philosophy of art and aestheticians appear oblivious to the aesthetic experience of performers of art works. However, we must ask, does not even the amateur musician have aesthetic or artistic experiences?

Though video games share a competitive aspect with sports, the comparison between sports that may be art and video games does not bring to light any other important similarities. Indeed, video games and art-candidate sports are different in an important way. Unlike sports that are evaluated on aesthetic grounds, the playing of video games has not been considered an art form. It is true that recordings of game play have been taken and pieced together to make digital video art. In addition, some games allow the player to save and distribute instant replays. However, the performance of a video game is not normally evaluated aesthetically. Perhaps someone will make an argument that playing a particular video game is an art, but I do not wish to make such a claim here. A player can be evaluated for a form of athletic quickness, but not usually for grace or other aesthetically relevant features of play. Surprisingly, this is not the case in a chess performance.

A similar question has arisen regarding the artistic status of chess.[10] Some consider chess to be an art form, much like the aesthetically evaluated sports. One might think it is difficult to call chess art and exclude things, such as crossword puzzles, that we do not normally consider art works; however, insofar as crossword puzzles only possess one solution, there is no such thing as an elegant or otherwise aesthetically qualified property of their solution.

There are two primary reasons why someone might argue that chess is an art form. In major competitions, there are often two prizes: one for the winner and one for the best game. The best game is determined in part by the elegance of moves, the originality of solution and the difficulty of play. Whether this earns chess the status of art has centered around the question of whether elegance is a goal of the players. Even if it is not a primary goal, one can argue that elegance and simplicity play a role in the choice of moves. Perhaps the aesthetics of a move serve as heuristics that optimize selection. If this is the case, then aesthetic concerns can become part of mastery of the game itself, adding support to the idea that playing chess is an art form. In addition to judgments of the most beautiful game, end-game solutions are often evaluated for their formal simplicity and elegance. This is a more controversial basis for calling chess an art, since if end games should be considered art, then logical and mathematical proofs would become candidates.

As stated previously, unlike chess and gymnastics, the playing of video games has not been proposed as a candidate for art status. One reason that video game play is not considered an artistic performance is that video games are numerous and the technology has changed rapidly over the last few decades. As such, there is no one video game around which players have focused on for extended periods of time. Though video games appear to be performative, what might count as the performance--the playing--is not considered art. Perhaps this is because the games themselves draw more attention than the players. Unlike video games, non-electronic games such as poker and football are just rules of play: they describe penalties and goals. Electronic games are different in that they are much more than rules:[11] They include narratives, graphic design, characterization, dialogue and more.

Having looked at the relevance of the aesthetics of chess and sport, we are in a better position to understand where the art of video games might lie. Unlike chess and sport, the art is not only in the playing; as in film, the type of art that should concern us in video games involves not the playingbut the making.

4. Video Game Art: A Historical Narrative

Today, the question "Is it art?" arises most commonly in response to single art works whose art status is in dispute. Noel Carroll has offered a compelling account of how such disputes can be, should be and are resolved. He advocates a narrative approach to resolving such disputes, whereby a candidate artwork is assessed by whether a story can be told linking the problems and goals of recognized artists at a previous period to those of the artists whose work is in question. Although we seldom have an opportunity, the narrative historical account can be also applied to art forms or representational systems as a whole. I will attempt to provide a brief sketch, that could be fleshed out into a more comprehensive story, of the relationship between video games and other mass art forms.

Advances in computer technology over the last 40 years provided the means whereby artists could attempt to solve a recurrent problem at the heart of modernism: How to involve the audience in the art work? Those working in theater and performance arts experimented with happenings and participatory theatre, trying to bring the audience into the performance. However, the problem was more difficult for artists working in film and literature, where we find novelistic experiments such as Cortazar's Hopscotch struggling with the limitations of the medium. Video games allowed artists to tackle a more difficult sub-problem facing non-performed arts, the problem of how to involve the audience in mechanically reproduced art.

In the last chapter of Principles of Art, Collingwood complains that mechanically reproduced art is essentially flawed because the medium of transmission prohibits art works from being "concreative." Collingwood argues that in mechanically reproduced art:

"The audience is not collaborating, it is only overhearing. The same thing happens in the cinema where collaboration as between author and producer is intense, but as between this unit and the audience nonexistent. Performances on the wireless have the same defect. The consequence is that the gramophone, the cinema, and the wireless are perfectly serviceable as vehicles of amusement or of propaganda, for here the audience's function is merely receptive and not concreative; but as vehicles of art they are subject to all the defects of the printingpress in an aggravated form."[12]

This is the first and only time Collingwood uses the term "concreative" in The Principles of Art, and just as Collingwood himself left the notion somewhat unexplained, concreativity has been almost completely ignored in the philosophy of art.[13]

In A Philosophy of Mass Art, Noel Carroll makes one of the few contemporary references to Collingwood's term.[14] Carroll sees Collingwood's criticisms of non-concreative art as one species of the passivity charge against mass art, the claim that mass art is inherently defective because it reduces the audience to mindless drones, thereby prohibiting the free play of the imagination that genuine art provokes. On this reading, Collingwood is complaining that the audience is made a mere receptacle by mass art and that mass art is defective by virtue of its pacifying effect. Although this may be part of Collingwood's criticism, I think his emphasis lies elsewhere. Rather than criticizing mass art for its pacifying effect on the audience, Collingwood is diagnosing what he sees as a source of limitation on the expressive potential of mechanically reproduced art. It is not the art work's supposed deleterious effects on the audience that is at issue but the inability of the audience to provide feedback to help the artist create the most effective work possible.

On my reading, Collingwood is pointing out a feature of mass art that Walter Benjamin noticed in "The Work of Art in the Age of Mechanical Reproduction," written in 1935, three years earlier than the publication of The Principles of Art. Benjamin argues that in mechanically reproduced art the potential opens up for the art work to fall out of step with the audience, losing its immersive grip and thereby providing conditions likely to spark a critical attitude. He says, "the film actor lacks the opportunity of the stage actor to adjust to the audience during his performance, since he does not present his performance to the audience in person. This permits the audience to take the position of a critic."[15] Rather than playing up the supposed politically liberating potential of this limitation of mechanically reproduced art, Collingwood laments the handicap.[16]

We often hear it said that films can "break the fourth wall" through techniques such as directly addressing the audience, but the wall remains. It is ontologically impossible for the audience of a film to break the wall. Video game technology has allowed artists to experiment with solutions to the problem of how to make an interactive movie: Video games are the first concreative mass art.

5. Video Games and Every Major Theory of Art

In this section, I argue that according to most major theories of art, many video games should be considered art. I do not offer detailed definitions of each theory of art, since every theory has various contentious formulations, the major variations are familiar to most readers, and to outline in detail the specifics of every theory would require much more space. Instead I operate with informal glosses of the theories that are adequate for my purpose.

As the classical film theorists focused on the relationship between cinema and photography and theatre, one may think that the best way to approach video game art is to find its differentiating features with a similar art form. In the case of video games, the sister art is cinema. However, in defending the art status of games, the opposite may be more useful: Examining just how close video games are to animation and digital cinema may be more productive.

Almost anything said about video games is controversial. Some game developers even scoff at the idea that video games are an art, as do certain filmmakers, even distinguished ones. Theorists who call themselves ludologists argue that video games should not be considered just another narrative art form, but a form of play. Other theorists, narratologists such as Janet Murray, argue that video games can and should become more narrative-driven in order to realize their artistic potential. This seems to be the path game developers have chosen. Current video games have highly integrated narratives that are often far more complex than the most sophisticated noir plots. Even if you can remember the details of "The Big Sleep" (Howard Hawks, 1946), you will never be able to recount the details of most modern games. As mentioned previously, many narrative games can take upwards of 20 hours to complete.

For the past decade, there has been a moderate amount of influence between film and video games. Although most of them are awful, several films have been made based on video games. More commonly, video games are made based on film subjects. Many readers of this article will think of PacMan or Pong when they hear of video games. If so, then the possibility of creating a narrative film on a video game story should sound surprising. As my examples indicate, recent games are far more complex than PacMan; they often involve complex stories and characterization. For those who have not played heavily narrative-integrated games, the possibility of basing a narrative of whatever sophistication on a game should indicate the level of narrative complexity already to be found in the medium.

Game designers often try to make their games look more like film by including cut scenes and imitating other cinematic features. Most narrative-driven games are heavily interspersed with full-motion video sequences called cut-scenes. The game called Splinter Cell is typical. In this game, cut scenes are encountered frequently on various missions. After major events and before new episodes, a cut-scene will be introduced to indicate the goals of the level and the objects for which one should be on the lookout. In addition to including these small digital movies, games often attempt to emulate the look of film. In the popular game Halo, for example, if you look up towards the sun, the glare produces nested circles, as if the player is controlling a movie camera. This is inconsistent with the perspective of the player who is not looking through a camera, but the reference to cinema is intended to enhance the realism, as if the game were a documentary. Such techniques are clear examples of game designers trying to situate their work in the tradition of cinema. For such reasons, any historical theory of art that admits film as an art form would most plausibly admit video games.

Through repeated allusions and attempts at emulating the moving image, game designers intend that we appreciate their games as we do digital animation and video art. Modern video game designers are deeply concerned with traditional aesthetic considerations familiar to animators, novelists, set designers for theater productions and art directors for films. The development of game environments is an intensive process involving the creation of level maps, lighting sources, setting detail and visual texture complexity. As the author of a realist novel or the set designer of a film might place props in a room, level designers aim for the consistent incorporation of details to flesh out the world of the game. Character movement is another area of design in which video game designers share goals with animators. For example, the designers of Splinter Cell carefully created hand-animated movement studies for the player-character to add richness and a life-like feel to the textures. From set design to lighting techniques, games largely draw upon the aesthetic toolkit available to filmmakers. Any aesthetic theory of art that acknowledges the art status of animation would also recognize many contemporary video games, since the intentions of the creators and the variety of aesthetic experience the two art forms admit overlap considerably.

A strong case can also be made for video games on institutional grounds, since there is a developing art world for video games. Over the past decade, there has been a variety of museum exhibits of video games, ranging from technological development lessons to explorations of the influence of video games on digital art, as well as stand-alone exhibits of the emerging art form. Although not exactly an art museum, from June 6, 1989 to May 20, 1990, the American Museum of the Moving Image featured a show called "Hot Circuits: A Video Arcade" that brought a collection of arcade games for visitors to play first hand. The show traveled to 10 other locations throughout the country from June 1990 to September 2003. Since this show, the museum has had several other major video game exhibits and has almost always had a video game exhibition on display.

In July 2001, the San Francisco Museum of Modern Art hosted a symposium entitled "ArtCade: Exploring the Relationship Between Video Games and Art," where recent video game-inspired artworks were presented alongside a selection of video games from the 1970s to the present.[17] In the same year, over a dozen art exhibits featured video game-related art work. Video games are appreciated as both art forms in their own right and astools for the creation of art works such as "Machinema" or the video loops of digital artists who use clips from games to construct avant-garde video art. In the spring of 2001, the Whitney Museum of American Art housed a video game-art exhibit called "BitStreams," which featured video game-influenced works. Recent biennials have also incorporated interactive digital artworks, and video games and digital art are a growing presence in museums.

Not only are video games gaining recognition from museums of art, fine arts programs are springing up focused on the graphic aspects of video game design. MIT, NYU, Carnegie Mellon and CalArts all have programs concentrating on entertainment technology, and the University of California at Irvine is creating a MFA program devoted to interactive media. Georgia Tech recently created a PhD in interactive media that merges communication studies and computer science.

Outside of art world and academic contexts, video games, like other mass art forms, are the subject of popular aesthetic evaluation. In December of 2002, the National Network, a unit of MTV networks, announced that it would be creating an awards show dedicated to video games. The show will offer awards for categories such as best villain and best movie adaptation. A digital cable channel devoted to video games called G4 was launched in 2003.[18] Several newspapers, including the Village Voice and the New York Times have started publishing game reviews. The web site www.metacritic.com posts summaries of reviews for three popular art forms: movies, video games and popular music.

The institutional credibility for attributing art to video games is improving. There is clearly a burgeoning art world for videogames, and one need not wait for every modern art museum in the country to feature a dedicated exhibit before feeling comfortable in calling video games an art form. As indicated by the ties between animation and video game design, a persuasive story can be told that links the goals and features historically attributed to art works to those of video games. Much like film production, game design is an expensive, collaborative project. Several groups within the production process pursue aesthetic goals common to other arts.

There are also video game auteurs who imprint a creative stamp on a series of games that show artistic distinction. Shigeru Miyamoto, the designer of "Mario Brothers," "The legend of Zelda" and other popular games for Nintendo, is considered the Eisenstein of video games. He is the subject of several popular articles and is often a hero in books devoted to the history of video games. Miyamoto is praised for his ability to create original stories, characters and the look behind captivating and complex games. Today there are hundreds of game designers working with programmers, producers, level designers, dialogue and script writers, balancers who adjust difficulty to skill and a variety of other specialists who contribute to a finished game.

In addition to the similarity between film directors and game designers, the history of video games can be tied to other arts. Much as film grew out of photography and drama, video games grew out of digital animation. Beyond the goals of verisimilitude, games share narrative themes and expressive goals with the history of Western literature and theater. In the Seventh Circuit Court decision for American Amusement Machine v. Kendrick, Richard Posner argues that the video game should be considered an art form, since it shows thematic and expressive continuity with herald literature and is at least as effective as much in the popular arts that is considered protected speech. Posner defends what is considered by most standards a mediocre game:

"Take once again "The House of the Dead." The player is armed with a gun--most fortunately, because he is being assailed by a seemingly unending succession of hideous axe-wielding zombies, the living dead conjured back to life by voodoo. The zombies have already knocked down and wounded several people, who are pleading pitiably for help; and one of the player's duties is to protect those unfortunates from renewed assaults by the zombies. His main task, however, is self-defense. Zombies are supernatural beings, therefore difficult to kill. Repeated shots are necessary to stop them as they rush headlong toward the player. He must not only be alert to the appearance of zombies from any quarter; he must be assiduous about reloading his gun periodically, lest he be overwhelmed by the rush of the zombies when his gun is empty.

"Self-defense, protection of others, dread of the "undead," fighting against overwhelming odds-- these are all age-old themes of literature, and ones particularly appealing to the young."

Posner clearly sees the thematic and expressive continuity between literature and a mid-level genre video game. Though this may not be an example of great art by any acceptable standards, nothing inherent to the video game rules out its artistic potential, here the arousal of emotions through an interactive narrative. It should be clear that a strong case can be made that most expressive theories of art would have to include video games if they include film and literature.

As Judge Posner notes, video games excel when they are about struggle. Although many games are more clearly about triumphant victory in battle, there is nothing stopping game designers from creating a game about the horrors of warfare. As should be apparent, current narrative-based video games can easily meet neo-representation theories of art such as Danto's "aboutness" criterion, where an art work is roughly something formally appropriate to what it is about. By putting players in the position to make decisions affecting the lives of simulated civilians and troops, games could potentially be the most formally appropriate way to comment on war via a fictional representation.

The art status of video games has much stronger support from representational theories of art than do other disputed art forms. In The Philosophy of Human Movement, David Best argues that there is a crucial difference between sports and art: Sports fail to meet basic representational criteria. Putting the contrast nicely, Best says that "whereas sport can be the subject of art, art could not be the subject of sport. Indeed, the very notion of a subject of sport makes no sense."[19] In this way, the distinction between sports and video games is profound. As such, video games are much more plausible candidates for art than are aesthetic sports or chess.

5. Conclusion

In this paper, I provide several reasons for thinking that some video games may be art. Clear thematic continuities tie video games to the history of western literature, and games share expressive goals with other recognized art forms. Museums and art programs have begun to incorporate video games into their exhibits and curriculum as games begin to achieve recognition in the art world. Like the great figures we expect to find occupying key places in an artistic canon, there are game designers who have reached auteur status. Similar to other bourgeoning art forms, there is a quickly growing body of recognized major works in video games. In addition, game designers have used the medium to tackle previously unsolvable artistic problems facing film and literature, linking the art of video games to the problems facing modernist film and literature.

Although all video games should not be considered art, recent developments in the medium have been widely recognized as clear indications that some video games should be regarded as art works.[20] Of course, the status of an art form is never decided apart from its products. 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. I expect that in the course of time current video games may seem as artistically insignificant as Lumi�re actualit�s, with little more than historical significance. Perhaps it is a trivial feat, but several recent games have reached levels of excellence that exceed the majority of popular cinema. The potential of the medium seems clear: good if not great video game art is in the near future.[21]

End notes

[1] Jack Kroll, Newsweek, March 6, 2000.

[2] Numerous web pages are devoted to criticizing Kroll.

[3] Henry Jenkins, "Art Form for the Digital Age" (Technology Review, September/October 2000); see also Henry Jenkins, "Games, the New Lively Art," forthcoming in Jeffrey Goldstein (ed.), Handbook for Video Game Studies (Cambridge: MIT Press).

[4] See the IDSA's (Interactive Digital Software Association) amicus brief for American Amusement Machine Ass�n v. Kendrick (2000).

[5] A set of necessary conditions for something to be a video game might look like this: Something is a video game only if (1) it incorporates a visual display (2) allows for user input that can (3) change aspects of the visual display, (4) giving the impression of movement (5) for purposeful, internally indicated progressive action (6) in face of some difficulty (7) that exists apart from any conventionally (externally) established rules or goals.

[6] There is nothing unusual about the suggestion that some video games are art and others are not. We make a similar distinction for most every major art form. Many do not consider the photographs in grocery store circulars to be art, but most think some photographs are art. Most people do not consider the jingles in commercials to be art, but almost everyone considers some pieces of music to be art. . . .

[7] The player-controlled characters in games are called "avatars."

[8] For more on the sport-as-art debate, the following sources are useful:

Louis Arnaud Reid, "Sport, The Aesthetic and Art," British Journal of Educational Studies, vol. 18, Oct. 1970, pp. 245-258.
Maureen Kovich, "Sport as an Artform," JOHPER, vol. 24, Oct. 1974, p. 42.
Paul G. Kuntz, "Aesthetics Applies to Sports as Well as to the Arts," Philosophic Exchange, sum. 1974, no. 1, pp. 25-39.
David Best, "Art and Sport," Journal of Aesthetic Education, 1988, vol. 14, pp. 69-80.
S. K. Wertz, "Are Sports Art Forms?" Journal of Aesthetic Education, vol. 13, no. 1, 1979.

[9] David Best, The Philosophy of Human Movement (Boston: George Allen and Unwin, 1978), p. 105.

[10] There is only a handful of articles on the chess-as-art debate. I provide a small annotated bibliography in this note, for those who might be interested.

In one of the earlier articles on the subject, Harold Osborne argues that chess can be considered an art form since it affords the possibility for the creation of objects of intellectual beauty. Harold Osborne, "Notes on the Aesthetics of Chess and the Concept of Intellectual Beauty," British Journal of Aesthetics, vol. 4, no. 2.

Rachels argues that not only do we appreciate chess games as aesthetic objects, they are played / created with aesthetic goals in mind. James Rachels, "Chess as Art: Reflections on Richard Reti," Philosophic Exchange, 1984-5, vols. 15&16, pp. 105-115.

Lord argues that though chess games may be objects of aesthetic contemplation, they are not art works. Museums include aesthetic objects that are not art, to follow the institutional theory of art and call such things art would be to gerrymander the concept. Lord endorses something like an expressive theory of art. Catherine Lord, "Is Chess Art?" Philosophic Exchange, 1984-5, vols. 15&16, pp. 117-122.

Humble argues that chess playing should be considered an art form. He argues that the competitive aspects can contribute directly and indirectly to the aesthetic value of the game. Though chess may be an art form, he concludes that its masterpieces are only minor art works in the grand scheme of things. P. N. Humble, "Chess as an Art Form," British Journal of Aesthetics, vol. 33, no. 1, 1993.

For a consideration of the composed chess problem as art, see C. P. Ravilious, "The Aesthetics of Chess and the Chess Problem," British Journal of Aesthetics, vol. 34, no. 2, July 1994. Humble offers a defense against Ravilious's objections that he should have talked about composed chess problems rather than competition chess and that he over emphasizes the role of competition. P. N. Humble, "The Aesthetics of Chess: A Reply to Ravilious," British Journal of Aesthetics, vol. 35, no. 4, 1995.

[11] I would argue that video games are unlike other formal games in that they lack rules altogether. As the old saying goes, "Rules are made to be broken." We would not say that the law of gravity is a rule governing our behavior; rather it is a brute physical limitation. In video games, the supposed "rules" are much more like physical laws than rules which one must follow or face penalty. In a video game, one simply has no choice.

[12] R. G. Collingwood, The Principles of Art (New York: Oxford University Press, 1938), p. 323.

[13] In Art as Experience, John Dewey developed his theory of the "esthetic" by reference to certain unified and complete experiences that creatures have with their environments. He calls such an experience "an-experience." An experience only becomes "an-experience" for Dewey when it involves doings and sufferings and is marked off from the rest of our experiences as unified and complete. One might say that Dewey thinks "esthetic" experience is best had from interaction or interactivity, and that anesthetic experience results when people become dominated or under whelmed by their environments. For more on Dewey and anesthetic experience, see Aaron Smuts, "Anesthetic Experience," Philosophy and Literature, 29.1, 2005, pp. 97-113. More remains to be said about how Dewey reconciles the success of non-interactive artworks with his interactive theory of "esthetic" experience.

[14] Noel Carroll, A Philosophy of Mass Art (New York: Oxford University Press, 1998), p. 102.

[15] Walter Benjamin, "The Work of Art in the Age of Mechanical Reproduction," in Film Theory and Criticism, eds. Gerald Mast, Marshall Cohen and Leo Braudy (New York: Oxford University Press, 1992), p. 672.

[16] In this article, I am not concerned with whether or not Collingwood's remarks on the value of concreativity are consistent with his larger theory of art.

[17] See Kendra Mayfield "Once It Was Atari, Now It's Art," Wired, 19 July 2001.

[18] Reuters, "Video Game Industry Gets TV Award Show."

[19] David Best, The Philosophy of Human Movement (Boston: George Allen and Unwin, 1978), p. 122.

[20] One may ask why the art status of video games is an interesting issue. Beyond the practical consequences the art status of video games may have on censorship attempts, the question "Are video games art?" has inherent interest. It is essentially the same question as "What is art?"

[21] I would like to thank Noel Carroll and Heidi Bollich for excellent comments on an earlier draft of this paper, Lee Brown for commenting extensively on a shorter version of the paper at the ASA Eastern division meeting in April 2005 and the two anonymous reviewers for Contemporary Aesthetics for their very helpful suggestions.

Aaron Smuts
445 13th St., Apt. #1
Brooklyn, NY 11215
asmuts@gmail.com
Published November 2, 2005

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