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The Tragedy of the Art Game

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 32 - Refereed conference paper (with host publication)peer-review

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”.
Original languageEnglish
Title of host publicationDiGRA ’20 – Proceedings of the 2020 DiGRA International Conference
Subtitle of host publicationPlay Everywhere
PublisherDiGRA
Publication statusPublished - 15 Sept 2020
EventDigital Games Research Association 2020 Conference (DiGRA 2020) - Tampere, Finland
Duration: 2 Jun 20206 Jun 2020
https://digra2020.wordpress.com/

Conference

ConferenceDigital Games Research Association 2020 Conference (DiGRA 2020)
Abbreviated titleDiGRA
PlaceFinland
CityTampere
Period2/06/206/06/20
Othercancelled because of covid-19
Internet address

Bibliographical note

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

Research Keywords

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

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  • The tragedy of art games

    Leino, O., Oct 2019.

    Research output: Conference PapersRGC 31B - Invited conference paper (non-refereed items)Yes

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