Video Games, Walking the Fine Line between Art and Entertainment

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DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play
DiGRA/Utrecht School of the Arts, January, 2011
Volume: 6
ISBN / ISNN: ISSN 2342-9666


This paper is partly a response to the ongoing debate in the game world about whether games can be art, and partly an excerpt from my Ph.D. research. I aim to offer some insights in the cognitive experiences gamers have while playing - hopefully useful to both designers and scholars. I will argue that an art experience is a particular kind of cognitive experience, namely a distinctive type of imagination. The essence of an art experience is the mental representation of a signification process, a sort of mirrored representation that is also known as mimesis. I hope to demonstrate that it is a universal feature of art to mirror life, or more accurately, a deliberate view on it. And that what constitutes art is not defined by the properties of an artefact, but by our experience of it, by our mental actions. Along the same line I maintain that the boundaries between what we usually label entertainment and what art can not be as sharply defined as we generally assume. The main arguments in the aforementioned debate concern affective features, perceivable aesthetic qualities (as opposed to artistic properties), and the uniqueness of a game. I will set out explaining why most expert assumptions seem not discriminating enough to distinguish an art experience from an entertainment experience. Next I present some theoretical perspectives on both kinds of experiences, after which I will explain how they are being mixed and intertwined in everyday practice. Some gameplay examples should finally illustrate this inevitably condensed theoretical framework, drawn from my more detailed and elaborated dissertation on signification, imagination and mimesis in games.