The Discovery of ‘Gameplay’ and the Formation of Computer Gaming’s Aesthetic
Symposium:
- ISEA2011: 17th International Symposium on Electronic Art
- More presentations from ISEA2011:
Session Title:
- Playing the non-playful: On the critical potential of play at the overlap of videogames and electronic art
Presentation Title:
- The Discovery of ‘Gameplay’ and the Formation of Computer Gaming’s Aesthetic
Presenter(s):
Venue(s):
Abstract:
Panel: Playing the non-playful: On the critical potential of play at the overlap of videogames and electronic art
This presentation explores the play of the video game as a kind of blunting of the promise of the play in artworks as the latter was understood by Adorno. In his ‘Aesthetic Theory’, Adorno suggests that a function of art is to ‘bring to light what is immature in the idea of maturity’. The artwork invites the subject to play and in so doing creates an opening to practices and urges that are kept out of view in the adult psyche, under the concealing rubric of being a ‘grown-up’. This opening leads us to awareness that adulthood and its reality principle are illusory or deceptive and exploring the artwork makes us sensitive to other possibilities by allowing the energies of our own childhood selves a temporary, perhaps momentary expression. This leads to an altogether more mature sense of thwarted possibilities and of present selfness as a shell that could be broken in the direction of fulfillment. In contrast to this progressive-utopian play of art, I will argue the computer game offers a kind of play that, while it summons the same energies, freezes them and prevents us from growing through the experience. Play with a computer game resuscitates something of childhood but then holds it up to ridicule and blunts its utopian potentials. This positions it somewhere between the artwork and the entertainment commodity, in a culturally specific space of in-adequation and indecision.