The advent of computer and console gaming in the last 30-40 years has brought upon the world an entirely new category of art, the greatness and implications of which have not yet been appreciated by the vast majority. In fact, video gaming has been a nexus of controversy since its inception, a new technology that has caused unease, fear, and even revulsion in its detractors. It has been blamed for obesity, violence, addiction, breakdown of morality, reduction of intelligence and creativity—a slough of claims with varying degrees of validity. Though, electronic gaming can be abused like any other technology, it will with the passage of time be recognized for the great invention that it is.
I
In painting, the cubist movement superceded traditional conceptions of perspective and space. In electronic media, gaming has challenged traditional forms of experiencing art. Traditionally, art is appreciated by a passive observer, one who by definition enacts no change upon the work in the act of experiencing it. Video gaming is a form that goes beyond the standard of voyeurism and by its very nature entails the exploration of new realms.
Perhaps the reader has wished to go inside a painting or book—has desired that a beautiful sculpture come to life. Not only is this longing futile, most forms of high art have ropes, signs, guards, thick glass, proximity alarms; multiple layers of protection to keep the work strictly unchanged for the next observer. Even to touch, in these cases, would be impossible. Video gaming, however, is by definition hands on and the player is actually in a sense ‘within’ the work.
A video game is intricately crafted, a synthesis of many art forms that is closest in nature to architecture—a team of designers and engineers create an elaborate and spacious structure designed to weather any foreseeable event, which is then decorated and brought to life by master craftsmen and artisans. The result is truly greater than the sum of its parts, a work of art that not only is participatory in nature, but which can be changed in form by the will and actions of experiencer. The potential in electronic gaming for amorphism has resulted in works that mold themselves to the choices and preferences of each player. No two people will gain exactly the same impression from a painting or imagine things the same way when reading a novel; yet such works are regarded as being intrinsically static in nature. Video games, on the other hand, capitalize on the fact that no two observers are alike.
II
Computer and console games, unfortunately, have not yet been accorded their proper place among the other widely acknowledged forms of great art. As of yet they are dismissed by many as a waste of time and are far more frequently associated with society’s problems than inspiration and enlightenment. This state of affairs is regrettable since the benefits and potential benefits of electronic environments far outstrip any harm that comes from its abuse.
Perhaps most frequently, video games are blamed for numerous negative effects in children. Certainly, children are immature and prone to many types of excess if they are not guided by adults. Video gaming is no exception, but one must consider that a gaming console or computer is far beyond the financial means of most children as are the games. Many offended adults not only purchase gaming consoles but allow their children to use them without restrictions. The problem is thus easily solved where it arises. And when done in moderation, video gaming, like any other good thing, confers its many benefits upon people of all ages. Computer and console games require constant problem solving, quick and effective reaction to the most adverse circumstances, well planned, efficiently executed strategies, a knack for creativity and improvisation, thorough exploration, and in general the ability to rapidly analyze and piece together a comprehensive whole from a great amount of information. Playing a computer game is not only entertaining; it is a demanding cognitive process that sets the mind pleasantly abuzz with activity.
I have on occasion seen people try gaming for the first time. Almost always, the reaction is complete bewilderment and frustration. They are mentally unprepared to deal with the array of processes that faces them. The real time strategy game, for instance, is a well known format to almost any gamer and is easy enough to master. I once convinced my own father to try Age of Empires II for awhile, an effort that quickly fell flat. After some thought, I realized that one must acquire a sophisticated set of skills before even attempting to play a computer or video game. It occurred to me that it is not so simple to learn to play real time strategy. One must know which buildings produce which units for how much of which resources as well as how to begin with maximum speed a balanced economy that provides these resources in the correct quantities. The level of knowledge I just described covers no more than the first few minutes of a given game, but all it takes is a moment’s consideration to come the realization that gaming is a rigorous mental exercise and a wholesome influence on any human being.
III
Like other art forms, video gaming has the potential to render the fantastic into our reality in an immediate and moving fashion. That video gaming excites such controversy is a testament to its power. The advent of games such as Mortal Kombat scandalized a nation; it was not long before a ratings system similar to that used in cinema was created for electronic games. The impact made even upon detractors of the medium is so great that they routinely express deeply held fears of video games adversely shaping the behavior of human beings. Their concerns, however, are misguided not only because of a misunderstanding of gaming, but also of human nature.
One role of art is to satisfy the human desire to engage in fantasy. Ordinary life builds up many frustrations in each individual—frustrations which result in violent impulses that cannot be freely expressed. Critics blame gaming for anti-social behaviors because they do not understand or are unable to accept that anger and violence are a normal part of the human psyche. No human impulse is a bad thing until it is expressed in a destructive manner, and art—gaming included—is a means of providing human beings a constructive channel for pent up energies. Children of the 21st century enact frequent play violence through use of their gaming machines. As recently as the 1950s and 60s, life was not so easy. My father had his front teeth permanently damaged in a fight over control of a treehouse. Animals were tortured, scrapping over turf with other bands of children was commonplace, and shooting targets and live animals with BB guns went without saying. After considering actual human play behavior, it is absurd to see fantasy enacted through video games as any kind of threat. People have a need to explore and test out the parameters of their surroundings, an endeavor that sometimes calls for forceful methods. Not only do video games satisfy this need, they allow human beings to enjoy godlike amounts of power without any responsibility and to break taboos at will. This very characteristic is most alarming of all to critics, but ultimately they are prudes. Being a ruthless dungeon overlord for a couple of hours is a truly enjoyable experience in which we gleefully acknowledge and indulge our deepest fantasies; it is an activity that leaves us refreshed and ready to cope once again with the rigors of a societal existence.
IV
Since the creation of electronic worlds is yet a young technology, what wonders or dangers will come is a matter of conjecture. One day, the process of making an electronic space down to the last intricate detail will become so easy and inexpensive that anyone will be able to create one. At the opening of the 21st century, the production of video games has some parallels with the baroque and classical periods of Western music. A composer in Europe two to three hundred years ago required a rich and noble patron in order to pursue his trade and have access to an orchestra. Today, it requires the resources of a wealthy enterprise to assemble an orchestra of programmers, artists, composers, and writers and to release a finished product on the mass market. The current era has, like the classical or baroque eras, produced many masterpieces, but the medium of electronic gaming will flower even more spectacularly when improvement of technology frees it from the necessities of profit making and demographic appeal.
As a closing consideration, following video game technology down its logical course leads to a time when those spectacular electronic worlds can no longer be distinguished from reality. This is a time that has often been addressed in nearly every canonized form of art and which will surely present adventures, dangers, and opportunities for humankind. Such an age may very well dawn during my life and I would attempt not to make the mistake of turning away with reactionary fear, instead approaching with curiosity coupled with a healthy sense of caution.
Brilliant post. Thank you.