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It holds that interactivity, rather than visual form, is their defining feature.
"Exploring Game Aesthetics" makes the case that computer games deserve serious aesthetic analysis even though they are not widely accepted as art. Its central thesis is that games should be understood on their own terms, drawing on both entertainment media and digital art traditions, and that interactivity, rather than visual form alone, is their defining feature. The work critiques approaches such as net.art and visually focused game art criticism for overlooking this interactive dimension, and it cautions that postmodern frameworks may reduce games to pastiche.
The analysis centers on immersion and interactivity as they relate to the body and to spatio-temporal positioning. Drawing on Gibson's perceptual systems theory, Ryan's work on immersion and virtual reality, and Sobchack's phenomenological readings of The Piano and Rez, the author argues that audiovisual media depend on both embodied and cognitive understanding in ways that text does not. Games and virtual reality act upon the senses and the body, which complicates the traditional distinction between fiction and reality and makes cinema an inadequate model for their analysis.
The discussion also situates these claims historically. Through the early film anecdote of The Arrival of a Train, the work notes that audiences have long constructed experience from prior knowledge, a point that frames contemporary responses to new media. It acknowledges persistent public anxiety about violent games, despite research finding no direct causal link, and treats such concern as part of a broader cultural pattern.
The concluding argument is that immersive technologies appear to offer greater freedom and agency, yet they also tie the body to technology. The author therefore contends that debates framing these media as either liberating or enslaving should be reoriented toward the role the senses play within each medium.
Zurich University of Applied Sciences · 2026