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Video Games as Art

The debate about whether or not to include video games as a form of modern art rages. The meaning of art varies from one person to another may be one of the reasons for the argument. The article “Perspectives on Video Games on Video as Art” by Jeroen Bourgonjon, Geert Vandermeersche, and Kris Rutten dives into various arguments about video games being considered art. This paper will analyze how the writers use ethos, pathos, and logos to make readers see why games should be considered art. Before the conclusion, this paper will show how the authors addressed the debate on gaming being recognized as an art or not and show readers which side they are on.

The thesis of an article is very important as it is useful for the readers to determine if they are the target audience or not. In the abstract of the article, the readers have a clear understanding that the article will talk about the debate about video games being considered a form of modern art. For example, take this statement “approaching games as a form of art has proven to be very controversial”( Bourgonjon et al. 1). it opens readers’ minds to understand the arguments of the critics and those of the supporters. Using research/facts and appealing to reason is a powerful tool when writing a piece that can convince the audience to understand the article’s purpose. Additionally, using logos in an article helps the authors to convince readers more easily because they have the facts to prove what they are saying. The authors ensure that the thesis statement is supported throughout the text and the article is filled not just with their words and research but also from writers who are credible and knowledgeable about art and gaming. This makes their sources credible and authority figures whose words about gaming and various modern art forms should be respected. The article has a logical argument and is organized in a clear manner that is easy to follow and understand. The authors start by stating various debates on the inclusion of video games as an art, however, as the article progresses, they lean towards why they should be included. This format helps readers see both sides of the debate, but the emphasis is on the inclusion of video games. Although the readers have opinions from both sides, they will naturally be more convinced to join the side described in more depth.

Using external sources is an essential tool when gathering research and facts, however, the sources have to be authority figures in the field. For example, “In the same period, the Smithsonian American Art Museum also played a role in the institutionalization of games as art” ( Bourgonjon et al. 3). This is one instance where the authors use a source that is respectable to both those against and those in favor of gaming being recognized as art. An art museum is respected for conducting research and staying updated about modern art. This is not only an appeal to reason but also emotions because it is an important part of the history and preservation of art. This means that art lovers and historians of art respect and believe in the decisions of this institution. Therefore including them in the article gives them soothing to think about if they are still adamant that games should not be recognized as art. Here is another instance they quote a respected body for the art community “a symposium was hosted in the San Francisco Museum of Modern Art titled: ArtCade: Exploring the Relationship between Video Games and Art.” ( Bourgonjon et al. 3). This is another respected institution when it comes to matters of art, and therefore the audience has no choice but to rethink and to reconsider their decision.

The authors do not waste any time because, from the first line, they tell readers what they are writing about. They are not new in the field of discussing gaming. For example, the first line, “in our previous research we have explored the claim from James Paul Gee that video games can be considered a new form of art.”( Bourgonjon et al. 2). This works in showing the audience that they are not new in this field and thus their words can be trusted. To prove their credibility in the field of gaming, the authors do not just quote their work. Instead, they use various viewpoints from other authors. The authors point out games such as braid, flower, and One Chance to paint a clear picture to the readers about the various video games that can be considered art (Bourgonjon et al. 3). This guides the readers to explore the debate and understand the various viewpoints that different people and organizations have regarding gaming. Apart from helping readers refresh themselves about the debate, this sources shows that the authors are in touch with the current status of the debate. That means they are not relying on their expertise alone to make a stand on the issue of the inclusion of video games as part of art.

Apart from credentials and using multiple viewpoints to drive the point home, the authors also present their paper in a professional manner while also applying a suitable tone. The target audience is not just people who create and consume art but also scholars and art lovers, and the authors balance their tone to address the audience appropriately. The authors choice of words and writing style shows the readers that they are interested in the topic they are writing about. A good example is this statement “ we believe that in many cases, these positions can be considered blind spots both from the world of art as well as from the field of games studies” art (Bourgonjon et al. 3). By stating what they believe about the positions of others on gaming as an art the authors show their love, passion, and support for gaming as an art. By citing research and findings from other authors and authority figures in art, the authors apply a convincing tone to their audience about the topic. They make their audience understand how inclusion is important to the creators of video games and help them gain a deeper understanding of video games as art.

Appealing to the emotions and beliefs of the audience is an important aspect, as it helps them connect with the authors and relate to the message that the speaker is trying to convey. The authors of the article applied pathos through various ways in order to appeal to the beliefs and emotions of the audience. The first step is by stating both sides of the debate to attract readers who are in support and those who are not. After the readers start reading, the authors take time to talk about various perspectives of video games as art. For example, this historical background “when cameras became widely available, artists started exploring the new creative potential of photography”(Bourgonjon et al. 4). It accomplishes two things; setting up a reflective mood and a nostalgic tone for lovers of photography and art in general. Through taking the readers through that history lesson about the inclusion of photography as art, the authors can make readers ask themselves questions. The authors also take this opportunity to appeal to the readers’ emotions by showing the journey of video games from their early creations to the current ones. This historical lesson makes readers realize how much video games are advancing and the various aspects they have in common with other types of art. That is how the authors can convince their audience that including video games as art is the right step.

To include or exclude video games as part of modern art is an important question as modern art expands as time moves on. The authors of “Perspectives on Video Games on Video as Art” show how both supporters and critics of this debate reason and the research they use to argue their case. This paper analyzed how the authors used logos, ethos, and pathos to convince the readers that video games should be recognized as a form of modern art. Although the paper uses the correct tone to address the target audience, there are a few ways it could have been improved for better delivery. The authors should have used vivid descriptions to help readers paint a clear picture of what they discussed. Additionally, they should have employed images and charts to break up the text and offer readers a summary of what they are discussing. The authors should also have been clearer about their knowledge and authority on the subject so that readers could know that they are a credible source of information.

Works Cited

Bourgonjon, Jeroen, et al. “Perspectives on Video Games as Art.” CLCWeb: Comparative Literature & Culture: A WWWeb Journal, vol. 19, no. 4, Dec. 2017, pp. 1–10. Literary Reference Center, doi:10.7771/1481-4374.3024.

 

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