Skip to main content

Computer Games as Works of Art

  • Chapter
  • First Online:
Computer Games and New Media Cultures

Abstract

This chapter aims to answer the question: Can computer games be regarded as works of art? To answer this question, one has to analyse the notion of art and also the term computer games. Art can be conceptually analysed within a dialogue of continental and analytical philosophy: with different authors of philosophical aesthetics such as Hegel, Heidegger, Adorno and Danto, it can be systematically said that works of art have to be understood as a source for our historical self-understanding. Concerning computer games, despite their young existence they have already developed a significant heterogeneous tradition: an essentialistic concept of computer games is – in the same way as an essentialistic concept of any medium – inappropriate. Thus, the answer to the initial question can only be that some computer games are candidates for being regarded as works of art, while by no means can all computer games be regarded as art. Computer games do not differ from other media and arts in this respect: the fact that something is a movie or something is a song does not make it a work of art necessarily.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

Bibliography

  • Aarseth, E. (1997). Cybertext: Perspectives on ergodic literature. Baltimore: Johns Hopkins University Press.

    Google Scholar 

  • Adams, E. W. (2007). Will computer games ever be a legitimate art form? In A. Clarke & G. Mitchell (Eds.), Videogames and art (pp. 255–264). Chicago: Intellect.

    Google Scholar 

  • Adorno, T. W. (1984). Aesthetic theory. London: Routledge.

    Google Scholar 

  • Bertram, G. W. (2009). Kunst und Alltag: Von Kant zu Hegel und darüber hinaus. Zeitschrift für Ästhetik und allgemeine Kunstwissenschaft, 02, 203–217.

    Google Scholar 

  • Carroll, N. (1999). Philosophy of art. A contemporary introduction. New York: Routledge.

    Book  Google Scholar 

  • Danto, A. C. (1983). The transfiguration of the commonplace. A philosophy of art. Harvard: Harvard University Press.

    Google Scholar 

  • Danto, A. C. (1997). Painting and the pale of history. The passion of the pure. In A. C. Danto (Ed.), After the end of art (pp. 101–115). Princeton: Princeton University Press.

    Google Scholar 

  • Davies, S. (2004). Weitz’s anti-essentialism. In P. Lamarque & S. H. Olsen (Eds.), Aesthetics and the philosophy of art: The analytic tradition (pp. 63–68). Oxford: Blackwell.

    Google Scholar 

  • Dickie, G. (1997). The art circle. A theory of art. Chicago: Chicago Spectrum Press.

    Google Scholar 

  • Frasca, G. (2003). Simulation versus narrative: Introduction to ludology. In M. J. P. Wolf & B. Perron (Eds.), The video game theory reader (pp. 221–237). New York: Routledge.

    Google Scholar 

  • Gadamer, H.-G. (2005). Truth and method. New York: Continuum.

    Google Scholar 

  • Goodman, N. (1976). Languages of art. Cambridge: Hackett Publishing Company.

    Google Scholar 

  • Gunning, T. (2008). The cinema of attractions: Early film, its spectator and the avant-garde. In T. Elsaesser & A. Barker (Eds.), Early cinema: Space, frame, narrative (pp. 56–62). London: British Film Institute Publishing.

    Google Scholar 

  • Hegel, G. W. F. (1977). Phenomenology of spirit. Oxford: Clarendon.

    Google Scholar 

  • Hegel, G. W. F. (1998). Lectures on fine art (Vol. 1–3). Oxford: Oxford University Press.

    Google Scholar 

  • Heidegger, M. (2002). The origin of the work of art. In M. Heidegger (Ed.), Off the beaten track (pp. 1–56). Cambridge: Cambridge University Press.

    Google Scholar 

  • Heidegger, M. (2008). Being and time. New York: Harper Perennial Modern Classics.

    Google Scholar 

  • Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person. New media as story, Performance, and game (pp. 118–130). Cambridge: Cambridge University Press.

    Google Scholar 

  • Juul, J. (2005). Half-real. Video games between real rules and fictional worlds. Cambridge: MIT Press.

    Google Scholar 

  • Kant, I. (1978). The critique of judgement. Oxford: Oxford University Press.

    Google Scholar 

  • Kringiel, D. (2009). Computerspielanalyse konkret: Methoden und Instrumente – erprobt an Max Payne 2. München: Kopaed.

    Google Scholar 

  • Murray, J. (1997). Hamlet on the holodeck. The future of narrative in cyberspace. Cambridge: MIT Press.

    Google Scholar 

  • Neitzel, B. (2009). Gespielte Geschichten. Narration und visueller Diskurs in Computerspielen. Münster: Lit.

    Google Scholar 

  • Newman, J. (2004). Video games. New York: Routledge.

    Google Scholar 

  • Reicher, M. E. (2005). Einführung in die philosophische Ästhetik. Darmstadt: Wissenschaftliche Buchgesellschaft.

    Google Scholar 

  • Seel, M. (2004). Aesthetics of appearing. Stanford: Stanford University Press.

    Google Scholar 

  • Tavinor, G. (2009). The art of videogames. New York: Wiley & Sons.

    Book  Google Scholar 

  • Weitz, M. (2004). The role of theory in aesthetics. In P. Lamarque & S. H. Olsen (Eds.), Aesthetics and the philosophy of art: The analytic tradition (pp. 12–18). Oxford: Blackwell.

    Google Scholar 

  • Wittgenstein, L. (1966). Lectures and conversations on aesthetics, psychology, and religious belief. Oxford: Blackwell.

    Google Scholar 

  • Wittgenstein, L. (2009). Philosophical investigations. Oxford: Blackwell.

    Google Scholar 

  • Wolf, M. J. P. (2003). Narrative in the video game. In M. J. P. Wolf (Ed.), The medium of the video game (pp. 93–112). Austin: University of Texas Press.

    Google Scholar 

  • Zimmermann, O. (2008). Von der Hochkultur bis zu Computerspielen. Politik und Kultur. Zeitung des deutschen Kulturrates, 06, 3–4.

    Google Scholar 

Gameography

  • Baldurs Gate 2. (2000). Bioware (Dev.); Interplay (Pub.).

    Google Scholar 

  • Bioshock. (2007). 2K Australia/2K Boston (Dev.); 2K Games (Pub.).

    Google Scholar 

  • Call of Duty. (2003). Infinity Ward (Dev.); Activision (Pub.).

    Google Scholar 

  • Jagged Alliance 2. (1999). Sirtech Canada (Dev.); Topware (Pub.).

    Google Scholar 

  • Max Payne 2. (2001). Remedy Entertainment (Dev.); Rockstar Games (Pub.).

    Google Scholar 

  • Monkey Island, The Secret of (1990). Lucasarts (Dev./Pub.).

    Google Scholar 

  • Planescape: Torment. (1999). Black Isle Studios (Dev.); Interplay (Pub.).

    Google Scholar 

  • Quake. (1996). Id Software (Dev./Pub.).

    Google Scholar 

  • R-Type. (1987). Irem (Dev./Pub.).

    Google Scholar 

  • Sim City. (1989). Maxis (Dev.); Infogrames Europe (Pub.).

    Google Scholar 

  • Spear of Destiny. (1992). Id Software (Dev.); FormGen (Pub.).

    Google Scholar 

  • System Shock 2. (1999). Irrational Games/Looking Glass (Dev.); Electronic Arts (Pub.).

    Google Scholar 

  • Tetris. (1989). Bullet-Proof Software (Dev.); Nintendo of America (Pub.).

    Google Scholar 

  • Unreal Tournament 3. (2007). Epic Games (Dev.); Midway (Pub.).

    Google Scholar 

  • Wolfenstein 3D. (1992). Id Software (Dev.); Apogee (Pub.).

    Google Scholar 

Download references

Acknowledgement

I thank Georg W. Bertram, Stephan Günzel and Grant Tavinor for comments on this chapter.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Daniel Martin Feige .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer Science+Business Media B.V.

About this chapter

Cite this chapter

Feige, D.M. (2012). Computer Games as Works of Art. In: Fromme, J., Unger, A. (eds) Computer Games and New Media Cultures. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-2777-9_6

Download citation

Publish with us

Policies and ethics