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DiGRA
Folkerts's central contention is that the long-running debate over whether video games qualify as art is better settled by examining the cognitive experience a work produces rather than the properties of the artifact itself. Drawing on semiotics and cognitive theory, the work defines an art experience as a meta-level imaginative engagement with a process of signification, or mimesis. On this view, the boundary between art and entertainment is far blurrier than is commonly assumed, and what distinguishes the two is how a work is apprehended rather than what it contains.
The analysis begins by testing the criteria that experts typically invoke, including emotion, fantasy, unusual appearance, and interpretability. These features fail to separate art from entertainment, since popular television and Hollywood films exhibit them as readily as acclaimed artworks do. The author observes that imagination, emotion, challenge, and novelty are shared by both categories, so enjoyment alone reveals little about whether an experience is artistic. Aesthetic properties must be distinguished from artistic ones, with artistic value residing in content and meaning. Many people, the argument notes, encounter canonical art purely as diversion, and games such as Bioshock illustrate the point: they can operate as entertainment or qualify as art, depending on whether players reflect on an embedded "constructed consciousness" and its moral perspective.
The study's broader conclusion is that most expert definitions based on aesthetic features, fantasy, emotion, complexity, or ambiguity are fragile, since they describe entertainment equally well. In their place, the author proposes a cognitive distinction: entertainment chiefly involves absorbing a representation of action, whereas art involves perceiving a constructed process of signification and a perspective on life. Because this distinction ultimately rests on the audience's disposition and attitude, it is not a fixed property of the artifact. The framework carries practical implications for game designers seeking to integrate action and narrative more sophisticatedly, and it offers Game Studies a toolkit for analyzing the cognitive strategies players bring to their engagement with games.
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