Open AccessProceedings Article
What We Talk About When We Talk About Game Aesthetics
Simon Niedenthal
- Vol. 5
TLDR
Changing game technologies, as well as arguments from within philosophy, psychology, interaction design theory and cultural theory, call for us to examine the implicit and explicit assumptions the authors make when they write about aesthetics within game studies research, as a prelude to reclaiming a perspective that will allow us to better understand the way in which games function as sites for sensory and embodied play, creative activity and aesthetic experience.Abstract:
Digital games are commonly described as phenomena that combine aesthetic, social and technological elements, yet our understanding of the aesthetic element of games and play is perhaps the least developed of all. All too often, an aesthetics perspective within game studies and design discourses is relegated to a marginal role, by conflating game aesthetics with graphics and “eye candy,” or by limiting aesthetic discussion to graphic style analysis or debates on the question “are games art?” Changing game technologies, as well as arguments from within philosophy, psychology, interaction design theory and cultural theory, call for us to examine the implicit and explicit assumptions we make when we write about aesthetics within game studies research, as a prelude to reclaiming a perspective that will allow us to better understand the way in which games function as sites for sensory and embodied play, creative activity and aesthetic experience.read more
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References
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Homo Ludens: A Study of the Play-Element in Culture
TL;DR: The sociology of culture seeks to locate the world of the arts within the broader context of the institutions and ideology of society as mentioned in this paper, where the authors present a wide-ranging set covering the sociology of dance, literary taste and cinema.
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Rules of Play: Game Design Fundamentals
Katie Salen,Eric Zimmerman +1 more
TL;DR: This text offers an introduction to game design and a unified model for looking at all kinds of games, from board games and sports to computer and video games.
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Half-Real: Video Games between Real Rules and Fictional Worlds
TL;DR: In this paper, the authors argue that a video game is half-real: we play by real rules while imagining a fictional world, and we win or lose the game in the real world, but we slay a dragon (for example) only in the world of the game.