Castaño Díaz, C.M. & Tungtjitcharoen, W. 2015, “Art Video Games: Ritual Communication of Feelings in the Digital Era”, Games and Culture, vol. 10, no. 1, pp. 4-5.
Word Counts: 1102
This critical analysis is in relation to a specific chapter in “Art Video Games: Ritual Communication of Feelings in the Digital Era” named “Art Video Games and Interactive Art” as it explores the articulation between art and video games. Díaz and Tungtjitcharoen stated that there is one component which is used to bond video games and art together called HCI, Human-Computer Interaction. They have made a strong approach by introducing the use of HCI, this technology enables us as an art viewer or a game player to interact with art which I found it interesting and useful as it related to my research because it shows an insight of how to binding modern technology with art piece. Díaz and Tungtjitcharoen made a sustained analysis and pointed out that video games and interactive conceptual art is the best communication bridge between the computer or the art work stage and the user who interact with it.
Díaz and Tungtjitcharoen has pointed out in a more specific areas and this particular interest me because they demonstrated that HCI is the middle-man were two different kinds of languages can communicate with each other. For example, for computer there are vectors, mathematics, programming Languages and algorithms. For human there are linguistics, metaphors, psychology, communication and body movement.
The author continues to discuss that HCI is used to converge to understand each other, not just between them but also include the designer. The author asserts that the main goal of a work of art and video game is to create a relationship, this can be emotional or intellectual with the interacting viewer or the player. This unique relationship is how it comprehend the techniques of computer production. For example, graphics, algorithms or movement capture and also the consequences made by the player itself which enables designer to cause the viewer’s or the player’s feelings and reactions when interacting with the artefact. The author further asserts that in order to achieve this, designer uses both audio-visual and narrative expressions as well as branching options. The author contends that those elements enables designer to act as a tour guy to guide the user’s perspective, this unique relationship creates a path for user to follow and producing the expected emotions and response that the designer wants them to produce while interact with the artefact.
The author further contends that this technological interaction enables user to be part of the art work or the video game as they unfold the path or the experience. In this paragraph, the author is using informative and persuasive tones to convince the reader into believe that art is require an emotional or intellectual from the user in order to be an interactive art piece which in this case, Díaz and Tungtjitcharoen has done a good job by using technology elements and it is a good use of media examples.
The author continues to examine the relation between fine arts and video games and discovered that not only in the aesthetics but also in the areas of narrative, politics and philosophy. Díaz and Tungtjitcharoen goes on to argue that there is divergence the idea of video games is a form of art. The author continues to argue that some individuals agree that video games may contains art elements. For example, graphics, music or political subversion. However, those are not art in themselves. On the other hand, the author making sustained points to defend that new technologies are an extension of traditional art. In here, the author is forming an engaging two-way dialogue between the designer and the user, this enables them to reconnoitre new realities. This paragraph has made some interesting points by informing the reader that there are agreements in relation to art video games which I think this is a good example of showing different perspective.
This paragraph, the author uses external source to support their argument in relation to HCI that new technologies are given a turn to contemporary art as it observers their passive and contemplative places to put them in the center of the art work; placing, at the same time, art is part of our daily life. Díaz and Tungtjitcharoen is using supported argument from other reliable source in response to their question of whether video games are a form of art by antithetic to traditional art as there is an artistic creator, whereas video games are requiring a different referent because the game artist is not the creator of an art piece but is the inventor of a space which enables interaction with the user. Again the author has made their point even stronger by relating to HCI again to highlighting the fact that technology has transformed art into interactive art, in this case art video games.
In conclusion, the author is attempt to emphasis the main point of this chapter whether it is possible for video games be an art piece in the modern world society. However, in order to achieve this goal, the author has pointed out that it require to extend beyond the position of just being video game combined with art elements and should focus on producing a user experience which lead the user in the direction of interactive art. Díaz and Tungtjitcharoen stated that this should be an emotional and intellectual interactive experience formed by congregate together with components such as graphics, music and narratives. In the last paragraph, the author is showing to the reader by sum up their points that in order to become an art video games, the designer should take user through a journey of interactive art.
All in all, Díaz and Tungtjitcharoen has used a lot of reliable resources to support their arguments by including a number of reliable information in each paragraph. Although, those resources were not in a form of figures, data or informative source but it has showed that Díaz and Tungtjitcharoen has done a lot of in-depth research to answering the question of whether video games are a form of art. I could not agree more with the author because I do think that video games are a form of modern art in fact it is an interactive art. Finally, this chapter “Art Video Games and Interactive Art” the author has successfully pointed out critical elements by using informative and persuasive writing, most importantly the author does believe that video games is a form of art throughout the chapter as they discuss the topic.