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Contemporary art galleries face significant structural and conceptual challenges when attempting to integrate video games into the traditional white cube environment. The core tension arises from a fundamental mismatch between the gallery’s institutional framework, which prioritizes formal contemplation and fragmented, self-directed viewing, and the inherent requirements of video games. Because games rely on sustained, linear immersion and active participation, the gallery’s attempt to force them into existing art-historical discourses often results in a compromise that undermines the medium’s unique ludological and temporal properties.
To reconcile these differences, curators frequently employ an aesthetics of reduction, stripping away narrative immersion and complex gameplay to emphasize the visual and structural components of the software. By utilizing large-scale projections, collaborative interfaces, or modified game states, institutions transform interactive experiences into communal, meta-discursive spectacles. While these strategies allow games to function within the aesthetic expectations of the contemporary art world, they often relegate the medium to a design-focused or historical artifact rather than treating it as a distinct, evolving form of expression.
Ultimately, the successful integration of video games into the art world necessitates a departure from traditional display structures. The current reliance on static, contemplative models fails to account for the medium’s interactive nature and long-duration engagement. To move beyond these limitations, curators and artists must develop defamiliarized modes of presentation that respect the specific temporal demands of gameplay while acknowledging the communal reality of the gallery space. Only by rethinking the physical and conceptual architecture of the exhibition can institutions move toward a more authentic engagement with video games as a contemporary medium.
Replay. The Polish Journal of Game Studies · 2026
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