D ENG 190 PROJECT DRAFT 2
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Project Part Two: Persuasive Essay with Research Daniel Talley
Southern New Hampshire University
ENG 190: Research and Persuasion Professor FiveCrows
February 10
th
, 2024
Project Part Two: Persuasive Essay with Research
Recently, Video games are becoming more popular throughout society and are becoming more detailed with graphics and narratives. Many people view video games as an outlet due to the nature of games, but do not view these games as a form of art that is being created. As of recently, video games were not viewed differently from a form of entertainment. As video games become more advanced, their forms of art are enhancing as well as creating a learning environment for people who are interested in the creation of video games and the technology it requires. The 2014–2016 industry data, as compiled by the Entertainment Software Association (ESA), an organization composed of and created for video game and video game hardware developers, shows the broad reach of video games. For the three years examined, video game popularity progressively increased. Of note is that the average male gamer was approximately 35
years old, and the average female about 44. Thus, it is not, as many popular media discussions of
video games wrongly depict, a storytelling form only for teens. Indeed, some 40 million Americans over the age of 50 play video games, with about 63% of all U.S. households identifying at least one member of the family who plays games regularly each week. (Amy Green, 2017) Unfortunately due to some of the violent nature found in videogames, creators are often overlooked for the art that can be found within these games and underestimate the amount of work that is often put into the creation of the art for these games. While many people view arts
are physical paintings and narratives such as novels, Video games hold different forms of arts such as narratives, graphic designs in detail, and music that is played within the background of games such as classical instrumentals. Not many people see that within the creation of a videogame, a narrative first has to be created in order to create a foundation for creators to work from to create a final product.
According to Amy Green (2017) and Matthew Wilhelm Capell (2017), “Others may attempt to tell stories, but fail on a narrative level in the same way that their counterparts in other storytelling formats may prove unsuccessful in presenting a gripping, interesting, or compelling story. However, as the examples that will be studied in depth in this book demonstrate, many video game developers utilize the digital storytelling platform to tell significant and culturally relevant stories. Generally speaking, the study of storytelling tends to be conflated, usually exclusively, with the study of literature. What becomes forgotten in such a single-minded focus is
that the study of literature is, at its core, the study of storytelling. The desire to tell stories, to contextualize experience and extrapolate upon it across all possible genres, lies at the heart of what it means to be human.” According to Amy Green (2017) and Matthew Wilhelm Kapell (2017), The narrative that is found within video games is becoming a more modernized way of storytelling and reaching a wider demographic of people all over the world. “To bring some of these statistics and demographics more into a context that relates to digital storytelling and the focus of this book, it is helpful to consider specific sales figures of video games whose primary aim lies in presenting thematically rich and complicated narratives. 9 Metal Gear Solid V: The Phantom Pain brought in about 179 million dollars on its first day of release. BioShock Infinite has sold in excess of 25 million copies since its release in 2013, and this figure does not take into
account resales through used game outlets such as GameStop. The Last of Us has sold approximately 8 million copies since 2013 and has been widely lauded for its gritty exploration of human morality. 10 As a point of comparison, the critically acclaimed 2015 novel The Girl on the Train has sold around 11 million copies. That is not to force the correlation that the number of sales equates to the level of quality—certainly, the opposite could be proved true. As later
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analyses in this book focused on these three titles will bear out, however, each one represents an important example of digital storytelling.”
Another form of art that can be found within videogames is different forms of graphic design. To make the narrative of a game, the game requires graphics to match the narrative. According to Gregor White, Joseph DeLappe and William Huber (2021), “This emerging field includes art games (digital games made specifically as artworks) and game art (art that examines the culture, politics, and iconography of computer games). Art games can be deployed in a range of platforms: desktop computer games; games for mobile technology; online games; games incorporating augmented reality (AR) and virtual reality (VR); and digital interactive installation.
Game art can use any of the media forms being deployed in contemporary arts practice, including 2D imaging and painting; sculpture and installation; and time-based media and performance. Video game–oriented art has emerged concurrent with, and often within the context
of, digital media–based arts practice. Artists working in video games and art may work within the worlds of new media, electronic art, internet art, performance, and/or game design.” Art found within video games has been museums across the world. Pieces of digital art that can be found within video games have been displayed in traditional galleries and museums. Places that have art from video games include ARTcade (1983) at the Corcoran Gallery of Art, Washington, DC; Hot Circuits: A Video Arcade (1989) at the Museum of the Moving Image, New York; and Gameshow (2002) at Mass MoCa, North Adams, MA.
In conclusion, with the popularity of video games growing within society, they are advancing within the forms of art to create a more appealing for the players of the game. In order
for the creation of video games to be created, the narrative and graphics have to be created in great detail in order to help accomplish the outcome of video games. These forms of art are
found within video games and allows video games to be classified as art due to the forms of art found within. References: White, G., DeLappe, J., & Huber, W. (2021, November 11). Video games and art. Grove Art Online. Retrieved 22 Jan. 2024, from https://www-oxfordartonline-com.ezproxy.snhu.edu/groveart/view/10.1093/gao/
9781884446054.001.0001/oao-9781884446054-e-90000139469
Amy M. Green, Matthew Wilhelm Kapell. Storytelling in Video Games : The Art of the Digital Narrative. McFarland; 2017. Accessed January 22, 2024. https://search-ebscohost-
com.ezproxy.snhu.edu/login.aspx?direct=true&db=nlebk&AN=1637031&site=eds-
live&scope=site