Legitimizing videogames as art: John Dewey's philosophy of art and the nature of videogames
Clicks: 2
ID: 287073
2023
Article Quality & Performance Metrics
Overall Quality
Not rated
Combines reader engagement with the AI quality analysis. This
article has not been analysed, so there is no overall score —
reader engagement is measured and shown alongside.
Reader Engagement
Steady Performance
0.3
/100
2 views
0 readers
AI Quality Assessment
Not analyzed
Readership in this journal
SteadyRanked #2,086 of 3,757 articles by views in Malay Journal
Most read
Least read
Bar heights use a square-root scale. Only the 120 most-read articles are drawn; the journal has 3,757 in total.
Mint this article as an NFT
Not yet mintedCreate a permanent, verifiable on-chain record of this article on the Scimatic Network. The NFT is held in your Journament account, and you can withdraw it to your own wallet at any time.
5
SUSD
one-off · no wallet required
Abstract
Roger Ebert (2010), a distinguished film critic, maintains that videogames are by nature “the opposite of the strategy of serious film and literature, which requires authorial control.” Ebert’s claim that videogames cannot be art stimulated serious philosophical discussions on the aesthetics of videogames. Aaron Smuts (2005) in Are Video Games Art? disputed that existing aesthetic theories such as historical, representational and institutional theories can consider videogames as art. Grant Tavinor (2009) continued the discussion in his book The Art of Videogames by proposing the method of cluster theory as a preferred aesthetic theory. Consequently, Phillip Deen (2011) framed the debate towards the interactive nature of videogames. He claims that experiential aesthetics such as John Dewey’s aesthetic theory can properly advance the unique qualities of videogames. These games involve the audience’s active participation as opposed to Ebert’s claim of being a passive spectator. The philosophers presented theories on what constitutes a videogame and how it can be art by using numerous game titles as examples. Although I agree with Philip Deen’s claim, his study is insufficient. In line with this, the primary aim of my dissertation is to argue that videogames can be art through John Dewey’s experiential aesthetic theory. After evaluating the nature of videogames through Dewey’s philosophy of art, I will then assess two videogames, God of War (Santa Monica Studio 2018) and Hellblade: Senua’s Sacrifice (Ninja Theory 2017), to demonstrate Dewey’s experiential aesthetic theory.
Keywords: Videogames, Experiential Aesthetic Theory, Dewey, Interactivity, Art
| Reference Key |
persistent_1760660516_68f18c24a87d0
Use this key to autocite in the manuscript while using
SciMatic Manuscript Manager or Thesis Manager
|
|---|---|
| Authors | Esteban, Aaron Micah A. |
| Journal | Malay Journal |
| Year | 2023 |
| DOI |
DOI not found
|
| URL | |
| Keywords | Keywords not found |
Citations
No citations found. To add a citation, contact the admin at info@scimatic.org
Comments
No comments yet. Be the first to comment on this article.