Institutionalized Aesthetics: Video Games and the Contemporary Art Gallery

IF 2.4 2区 文学 Q1 COMMUNICATION
Paul Atkinson, Farzad Parsayi
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引用次数: 0

Abstract

The art museum or gallery is not a neutral space for housing works. As much as it accepts new types of media, they have to adapt to suit the context of viewing and the conventions of an art-historical discourse. This type of institutionalized aesthetic underpins the evaluation of art objects and even imposes a definition on what art is. Working critically through this discourse, this article examines the limitations of art museums and galleries in presenting, evaluating, or addressing the ludological and temporal aspects of video games. First, it outlines how assumptions pertaining to the visual arts carry over into the selection of games as well as their placement within exhibitions. Second, it examines how this discourse, which is invested in the architecture and structure of the art museum, also privileges a particular regime of spectatorship based on shared viewing, the autonomy of art, and aesthetic contemplation.
制度化美学:电子游戏与当代艺术画廊
艺术博物馆或美术馆并不是一个存放作品的中立空间。它在接受新型媒体的同时,也必须对其进行调整,以适应观赏环境和艺术史话语的惯例。这种制度化的美学支撑着对艺术品的评价,甚至强加了对艺术的定义。本文以批判的眼光审视了艺术博物馆和美术馆在展示、评估或处理电子游戏中的虚构性和时间性方面的局限性。首先,文章概述了与视觉艺术有关的假设如何影响到游戏的选择及其在展览中的位置。其次,它还探讨了艺术博物馆的建筑和结构所体现的这种话语是如何在共同观赏、艺术自主性和审美沉思的基础上为特定的观众制度提供特权的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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