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Artystyczne gry Anny Anthropy

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EN
Art games are unique works which go beyond offering players the fun of playing. As a mixed form placed between social games, new media art and tactical media, art games look for new challenges for players, aiming to enrich the reception experience. In this paper, art games are exemplified by selected works of Anna Anthropy, which – making use of the artistic convention – are becoming the metadiscoursive medium that encourages the player to critical reflection about video games and the user status.
PL
Autor podejmuje problematykę różnorodności stanowisk krytycznych w badaniach nad estetycznością i artyzmem gier wideo (stanowiska te są częścią pluralistycznego dyskursu nad sztuką gier komputerowych). W artykule zestawione zostają sądy i teorie reprezentujące różne sposoby traktowania kategorii estetyczności i artyzmu gier wideo, ze szczególnym uwzględnieniem argumentów negujących i aprobujących istnienie sztuki gier komputerowych. Obok zarysu genezy artystycznych gier wideo podejmowana jest refleksja nad teorią badań sztuki gier komputerowych w odniesieniu do teorii sztuki Ryszarda W. Kluszczyńskiego oraz Josepha Margolisa.
EN
The article deals with the diversity of critical attitudes in the study of the aestheticism and artistry of video games (the attitudes in question form part of the pluralist discourse on video game art). The paper juxtaposes judgments and theories that represent various ways of treating the categories of the aestheticism and artistry of video games, with a particular focus on arguments denying and affirming the existence of the art of video games. Besides providing an outline of the origin of art video games, the author also undertakes to reflect on the research theory of video game art in relation to the theory of new media art by Ryszard W. Kluszczyński and the theory of art by Joseph Margolis.
EN
Video games present different meanings of death than those conditioned by social and cultural contexts. Most games treat the motif of death instrumentally. Therefore, death is usually a norm and a rule in typical video games. However, art games present a different sense of death, one that defies its conventional meanings. The article analyses the different presentations of death in three art games: "Passage" (Rohrer, 2007), "The Graveyard" (Tale of Tales, 2008) and "Queers in Love at the End of the World" (Anthropy, 2013). These productions prove that video games are an excellent medium to offer players a deep emotional experience, which can also encourage taking a fundamental and more profound reflection on the meaning of life and death.
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