Catalyst for change

Essay

Written by Thomas Grønvoll

September 24, 2022

During the 6th International Teaching Artists Conference, at the beginning of September, I held a talk about video games as a catalyst for change, and our experiences with using video games in an cultural and artistic context in the Cultural Schoolbag program. It turned out to be a great session, with participants with many different backgrounds from all over the world.

[…]the need for gaming literacy. Not only at an individual level, but also at a societal level.

One of the key issues we discussed was the need for gaming literacy. Not only at an individual level, but also at a societal level. The individual needs the tools for critical reflection, and a space where one can discuss video games in such a context. On the societal level we need a basic gaming literacy that allows us to elevate the discourse surrounding games and, most importantly, games as an artisc and cultural expression.

Teaser trailer for 11 Bit Studios’ This War of Mine (2014)

Person holding iPad mini playing My Child Lebensborn

The “Art” question

The debate concerning video games as art is, in my experience, a pointless and conservative reaction. Video games are not art, in the same way that film, theater, literature etc. is not art. An individual work can be art. The medium is not.

Thus, to evaluate video games as artistic and cultural expressions, we must do precicely that; we must evaluate video games as art, from an competent and literate perspective, to understand a given works artistic merits.

Change for both good and bad

Which ties back into the subject of “video games as a catalyst for change». Before we can see the greatest change brought about, we must raise the level of video game literacy. We must create a space where interpreting a video game’s message is as natural at both an individual and societal level as with other artistic and cultural expressions.

Not just in order to make use of video games for societal change, but also in order to prevent passive acceptance and consumation of negative messages. Video game literacy and critical reflection is not only important to understand a work, but to give one the tools to stand against negative influences. And in a situation where capitalistic and political influences in the video game culture are plenty, using video games for change just as often means being a bulwark against negative influences.

Vide games presented during the talk:

All photographs marked thus are courtesy of Seanse Art Center & Kristian Glomnes.

Visit https://seanse.no/itac6 for more pictures and information about the conference.

Written by Thomas Grønvoll

Nordnorsk spillviter og -byråkrat, basert i Bergen. Skriver om dataspill som kunst, kultur og politikk.

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About The Author

Thomas Grønvoll

Nordnorsk spillviter og -byråkrat, basert i Bergen. Skriver om dataspill som kunst, kultur og politikk.

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