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September 2000

Art Form for the Digital Age

Continued from page 1

By Henry Jenkins

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In 1925, leading literary and arts critic Gilbert Seldes took a radical approach to the aesthetics of popular culture in a treatise titled The Seven Lively Arts. Adopting what was then a controversial position, Seldes argued that America's primary contributions to artistic expression had come through emerging forms of popular culture such as jazz, the Broadway musical, the Hollywood cinema and the comic strip. While these arts have gained cultural respectability over the past 75 years, each was disreputable when Seldes staked out his position.

Readers then were skeptical of Seldes' claims about cinema in particular for many of the same reasons that contemporary critics dismiss games-they were suspicious of cinema's commercial motivations and technological origins, concerned about Hollywood's appeals to violence and eroticism, and insistent that cinema had not yet produced works of lasting value. Seldes, on the other hand, argued that cinema's popularity demanded that we reassess its aesthetic qualities.

Cinema and other popular arts were to be celebrated, Seldes said, because they were so deeply imbedded in everyday life, because they were democratic arts embraced by average citizens. Through streamlined styling and syncopated rhythms, they captured the vitality of contemporary urban experience. They took the very machinery of the industrial age, which many felt dehumanizing, and found within it the resources for expressing individual visions, for reasserting basic human needs, desires and fantasies. And these new forms were still open to experimentation and discovery. They were, in Seldes' words, "lively arts."

Games represent a new lively art, one as appropriate for the digital age as those earlier media were for the machine age. They open up new aesthetic experiences and transform the computer screen into a realm of experimentation and innovation that is broadly accessible. And games have been embraced by a public that has otherwise been unimpressed by much of what passes for digital art. Much as the salon arts of the 1920s seemed sterile alongside the vitality and inventiveness of popular culture, contemporary efforts to create interactive narrative through modernist hypertext or avant-garde installation art seem lifeless and pretentious alongside the creativity that game designers bring to their craft.

Much of what Seldes told us about the silent cinema seems remarkably apt for thinking about games. Silent cinema, he argued, was an art of expressive movement. He valued the speed and dynamism of D.W. Griffith's last-minute races to the rescue, the physical grace of Chaplin's pratfalls and the ingenuity of Buster Keaton's engineering feats. Games also depend upon an art of expressive movement, with characters defined through their distinctive ways of propelling themselves through space, and successful products structured around a succession of spectacular stunts and predicaments. Will future generations look back on Lara Croft doing battle with a pack of snarling wolves as the 21st-century equivalent of Lillian Gish making her way across the ice floes in Way Down East? The art of silent cinema was also an art of atmospheric design. To watch a silent masterpiece like Fritz Lang's Metropolis is to be drawn into a world where meaning is carried by the placement of shadows, the movement of machinery and the organization of space. If anything, game designers have pushed beyond cinema in terms of developing expressive and fantastic environments that convey a powerful sense of mood, provoke our curiosity and amusement, and motivate us to explore.

September/October 2000

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