Professional Documents
Culture Documents
Drew Hall
Mr. Smith
Junior ELA
6 November 2023
Since the age of simple arcade games in the 1960-70s, the video game industry has
developed rapidly, with new innovations happening all the time. Due to this massive growth and
change happening in a relatively short time span, many debates regarding video games and how
they should be treated have ensued. A significant amount of discussion about video games has
been centered around their relation to other types of media, such as movies, books, or music.
These varieties of media are generally classified as art, which has naturally led to the debate
regarding if video games are worthy of the same treatment. While many people consider video
games to be less artistically meaningful than other types of media, treating them solely as
entertainment, video games have an incredible amount of artistic potential because of the way
that they can enhance storytelling and visual imagery with interactivity.
The main argument against video games being classified as an artistic medium is that by
being games, and especially by including direct interaction, they are incapable of having any true
artistic value. There are many different definitions of the word “art”, but the true meaning of all
words lies within their usage, not a single description of what they mean. Specifically, by
analyzing types of media that are traditionally considered to be artistic, the bounds of what art
can be are established. Despite the level of interactivity in video games, there are already varying
amounts of interaction in defined artforms, meaning that this cannot prevent video games from
having artistic value. When comparing strictly visual mediums such as paintings to literary
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mediums such as books, the lines of interactivity between them are already somewhat blurred. A
regular painting is not meant to be interacted with past viewing it, but the pages in a book are
meant to be turned, providing a small amount of extra interactivity. Additionally, one of the most
traditional forms of art is architecture, which further complicates the issue of purpose and
interactivity in art. Architecture, in many cases, applies to an entire building, which is highly
interactive in that people are meant to be inside of it. Furthermore, while there is undoubtedly an
artistic element to architecture, it also must have practical purpose in being structurally sound
and functional. This proves that a medium can have an alternate purpose while retaining artistic
meaning, as is the case with video games being games. While mediums considered to be art give
an estimate of what the word “art” means to society, its actual usage gives a direct picture of
what it means. In 2012, the Museum of Modern Art officially recognized video games as art by
adding fourteen video games to their collection of artworks (Antonelli and Galloway). While one
source does not even come close to dictating the meaning of art throughout all of society, the
Museum of Modern Art has a significant amount of influence on what defines art. The museum
is one the biggest in the world, with millions of people visiting their gallery each year. On top of
this, their decision to include video games under their umbrella of art was backed by the many
expert art curators that work there, who are specifically employed for the purpose of evaluating
works of art. The Museum of Modern Art therefore displays a fairly clear picture of what art
means in the modern world, which, by their standards, does include video games. Although
video games are obviously classified as games, the modern and even traditional use of the word
“art” demonstrates that this does not prevent them from having artistic value as well.
The interactive element of video games not only allows them to be considered art, but is
actually vital to the specific kind of artistic meaning present in video games. As previously
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stated, the idea of art cannot be summed up to an exact definition, but in order to dissect exactly
what makes video games artistic, a general meaning is necessary. In loose terms, something is
artistic when it appeals to the human experience by expressing beauty or feelings. The high
interactivity in video games is able to magnify the impact of artistic elements, allowing these
feelings produced by them to be felt even stronger. To demonstrate, a study on the topic of
meaning in video games states, “Whereas viewers and readers typically watch characters make
decisions in movies and books, many video games allow the player to actually make those
choices, resulting in feelings such as guilt or pride” (Swayne). Video games, along with other
types of games, are practically defined by the fact that the player has control over components of
the game. By not only observing the world of the video game, as is done with most other artistic
media, and instead actually taking part in it, the connection that individuals can feel to the game
is well beyond that of other mediums. Having a stronger connection to the video game then
allows the player to more strongly experience the artistic elements. As no other medium really
has the same level of interactivity as video games, the player connection and therefore artistic
potential within them is uniquely powerful. Another artistic benefit provided by interactivity
comes in the form of variety. Basically all forms of media have significant variation between
works, but none can truly compare to video games. Through their use of interaction, games are
given an entire new dimension, making the umbrella of video games include many works with
vast differences between them. For example, the incredibly popular sandbox survival game
Minecraft generates a practically limitless world where players are left on their own to survive
and create. Minecraft is almost entirely defined by its interaction, with a main appeal of the game
being its lack of rules or fixed way to play. On the opposite end of the single-player game
spectrum, the narrative-driven role playing game Disco Elysium focuses on its story and visual
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style, giving the player little but decision making power. Most of the meaningful interaction in
the game is done through dialogue options, which in such a different world from the boundless
structure of Minecraft that comparison between the two is almost ridiculous. The gigantic scope
of the medium of video games produces virtually unlimited creative potential, both in terms of
game and art. Video games are significantly more interactive than other artistic mediums,
allowing for players to become more emotionally invested, and designers to utilize more
Through the use of interactivity, video games are able to have highly significant artistic
meaning. However, this remains nothing but theory unless there is actually a game that is able to
accomplish it. The 2019 exploration-adventure game Outer Wilds provides a perfect example of
how a video game can have this artistic value. Outer Wilds takes place in a foreign solar system
where the player controls an alien astronaut stuck in a time loop as they try to unravel the
mysteries of the cosmos. At the beginning of the game, the player is given a small amount of
instruction before launching into space with no specific objectives. While this may at first seem
reminiscent of open world survival games such as Minecraft, they strongly differ in that Outer
Wilds is story-driven and has many achievable objectives, they are just not directly given to the
player. Instead, the player must explore the solar system and define goals on their own. As they
make their way around the different planets, the main story slowly reveals itself, of a long extinct
civilization that lived in the same solar system millions of years ago. The story of the ancient
race, called the Nomai, unveils itself as the player retraces their long forgotten steps by
translating writings left behind. The open exploration consistently elicits a sense of wonder, with
many impactful moments of realization and discovery. By having the player uncover the mystery
entirely on their own, the game allows them to deeply connect with the compelling and
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ultimately tragic story. If the storytelling was merely presented to the player, as it typically is in
many other types of media, it would not have nearly as much emotional, and therefore artistically
impactful. One of the central mechanics of the game is the twenty-two minute time loop that the
player finds themselves in. Throughout their twenty-two minutes of exploration, the solar
system’s sun slowly expands and eventually goes supernova, wiping out all existence in the
vicinity. Following the event, the player wakes up in the exact same spot they started the game
in, all progress reset, but their new knowledge still intact. This creates an interesting gameplay
loop where the only progression is in the form of information learned, tying progress directly to
the player instead of the game. As the player learns more about the repeatedly exploding solar
system and the influences of the ancient Nomai, the main goal of the game becomes more and
more clear. The actual ending of Outer Wilds is a fairly abstract sequence that does not provide a
clear narrative ending, but rather focuses on the themes and ideas presented in the game. While it
is very much up to interpretation, the meaning of the game revealed in the ending has in some
part to do with accepting change and being able to let go. In the case demonstrated in the game,
the player is accepting the death of the universe, but this message still translates to real life.
Personally, I played the game over a year ago and this message, along with the creative way it
was presented, still deeply resonates with me. Outer Wilds builds off of its base of an interesting
interactive system to create an incredibly immersive and impactful experience. The emotions that
the game evokes are a clear indication of artistic meaning, no matter the exact definition.
Video games are a unique medium, largely due to their prominent use of interactivity.
Some believe that by being so interactive, video games are incapable of having artistic potential,
but the clearly undefined boundaries of art suggest that this is not the case. In fact, the interactive
elements of games give them a distinct artistic meaning through their more creative and
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immersive design. One game that demonstrates this is Outer Wilds, which creatively utilizes
interactivity to enhance its artistic value. Although there are games with significant artistic
meaning, the medium is still in its infancy, with a long way to go before the real potential of
artistic interaction is fully realized. Until then, the game industry will continue to improve and
create, making it more and more undeniable that video games are truly capable of being great
works of art.
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Works Cited
Antonelli, Paola, and Paul Galloway. “When Video Games Came to the Museum.” Museum of
Swayne, Matt. “Video Games Can Power up from Merely Fun to Meaningful Experiences.”
games-can-power-merely-fun-meaningful-experiences/.
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