Open Access Open Access  Restricted Access Subscription Access

Persuasive Qualities of Games as an Artistic Medium with a Social Function

Alba García Martínez

Abstract


People who are not in the game world often comment that they will numb players, rob them of any sense of empathy and create a generation of isolated and antisocial loners. In this article we will try to affirm the opposite: that games can play a powerful role in the creation of empathy, as well as other positive emotional experiences thanks to their own structural processes and how this empathy is the necessary one to make up for the lack of involvement of society in artistic creation. We will deal with the persuasive properties of games as media and what differentiates them from other media. Also, we will explain what these qualities of the games can bring to the activist and social art.

Keywords


artgame; game; contemporary art; political art; persuasive qualities;

Full Text:

PDF

References


Benjamin, W. (2005). Libro de los Pasajes. Madrid: Akal. Retrieved from http://books.google.es/books?id=Kd_l4FneuVUC

— (2008). Tesis sobre la Historia y otros fragmentos. Ciudad de México: Itaca. Retrieved from https://es.scribd.com/document/344490517/Benjamin-Walter-Tesis-sobre-la-Historia-y-otros-fragmentos-pdf

Bloch, E., Halley, A., & Suvin, D. (1970). Entfremdung, Verfremdung: Alienation, Estrangement. The Drama Review: TDR, 15(1), 120–125. https://doi.org/10.2307/1144598

Brecht, B., & Willett, J. (1964). Brecht on theatre; the development of an aesthetic. ([1st ed.].). New York: Hill and Wang. Retrieved from http://www.worldcat.org/title/brecht-on-theatre-the-development-of-an-aesthetic/oclc/191557

Costikyan, G. (2013). Uncertainty in Games. Massachussets: MIT Press.

Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper Perenial. Retrieved from http://www.bates.edu/purposeful-work/files/2015/03/Csikszenthmihalyi-1990.pdf

Csikszentmihalyi, M., & Kubey, R. (1981). Television and the Rest of Life: A Systematic Comparison of Subjective Experience. Public Opinion Quarterly, 45(3), 317. https://doi.org/10.1086/268667

Csikszentmihalyi, M., & Lefevre, J. (1989). Optimal Experience in Work and Leisure. Journal of Personality and Social Psychology, 56(5), 815–822. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.471.1586&rep=rep1&type=pdf

Esslin, M. (1960). Brecht: The man and his work. New York: Doubleday and Company. Retrieved from https://www.amazon.com/Brecht-man-work-Martin-Esslin/dp/B0006AWGII

Fernández, P., & Pérez, A. (2017). Ladrillazo - Sobre el juego. Retrieved January 4, 2018, from https://ladrillazo.com/Sobre-el-juego.html

Gregory, E. M. (2008). Understanding Video Gaming’s Engagement: Flow and Its Application to Interactive Media. Media Psychology Review, (1). Retrieved from http://mprcenter.org/review/gregory-video-game-engagement/

Huizinga, J. (2007). Homo Ludens. Madrid: Alianza.

Isbister, K. (2016). How games move us : emotion by design. Cambridge: The MIT Press.

Juul, J. (2013). The Art of Failure: An Essay on the Pain of Playing Video Games. Massachussetts: MIT Press.

Kubey, R., Larson, R., & Csikszentmihalyi, M. (1996). Experience Sampling Method Applications to Communication Research Questions. Journal of Communication, 46(2), 99–120. https://doi.org/10.1111/j.1460-2466.1996.tb01476.x

Malaby, T. M. (2007). Beyond Play: A New Approach to Games, 2. https://doi.org/10.1177/1555412007299434

McGonigal, J. (2010). Jane McGonigal: Los juegos online pueden crear un mundo mejor. Long Beach, CA: TED.com. Retrieved from https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world/transcript?language=es

McGonigal, J. (2012). Reality is Broken: Why Games Make Us Better and How They Can Change the World. London: Vintage.

McLuhan, M. (1964). Understanding Media: The Extensions of Man. Cambridge, MA: MIT Press.

Polgovsky Ezcurra, M. (2012). On “Shock:” The Artistic Imagination of Benjamin and Brecht. Contemporary Aesthetics, 10. Retrieved from http://hdl.handle.net/2027/spo.7523862.0010.004

Tekinbaş, K. S., & Zimmerman, E. (2003). Rules of play : game design fundamentals. MIT Press.

Upton, B. (2015). The aesthetic of play. Massachusetts: MIT Press. https://doi.org/10.1007/978-3-319-41316-7_1


Refbacks

  • There are currently no refbacks.


Copyright (c) 2019 The International Visual Culture Review