The Tragedy of the Art Game

Research output: Chapters, Conference Papers, Creative and Literary Works (RGC: 12, 32, 41, 45)32_Refereed conference paper (with ISBN/ISSN)peer-review

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Author(s)

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Detail(s)

Original languageEnglish
Title of host publicationDiGRA ’20 – Proceedings of the 2020 DiGRA International Conference
Subtitle of host publicationPlay Everywhere
PublisherDiGRA
Publication statusPublished - 15 Sep 2020

Conference

TitleDigital Games Research Association 2020 Conference
PlaceFinland
CityTampere
Period2 - 6 June 2020

Abstract

Computer games have come a long way in terms of being considered a creative practice, even an art form. Apart from dedicated festivals, also established electronic art institutions have embraced computer games. Previously separate practices of computer games and interactive art (Wilson 2008; Leino 2013) are slowly converging. However, we argue that this has been possible only because a fundamental conflict has been conveniently overlooked – a conflict ‘built in’ to computer games as a “medium” (cf. Sharp 2015), between the artist and the player. The game artist wants to express themselves through their creations, while the player wants a new instrument to play (with). Apart from either side compromising on their interests, there is no reconciliation in sight; hence the “tragedy”.

Research Area(s)

  • Aesthetics, art games, interactive art, play, authorship, medium-specificity

Bibliographic Note

Month information for this publication is provided by the author(s) concerned.

Citation Format(s)

The Tragedy of the Art Game. / Leino, Olli Tapio.

DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere. DiGRA, 2020.

Research output: Chapters, Conference Papers, Creative and Literary Works (RGC: 12, 32, 41, 45)32_Refereed conference paper (with ISBN/ISSN)peer-review