Having taken the
Comics Studies paper in Semester Two last year, I found the intro
into this course very familiar. And since I recognize a lot you of
from that paper I’m sure I’m not the only one! Both mediums have
had, and continue to have, issues with cultural and academic
legitimacy. And so both papers have started not just with standard
introductions, but with explanations as to why these subjects are
worth studying at all. Kevin succinctly made his point by showing us
the massive Starcraft 2 demonstration in South Korea. I personally have
found these justifications for studying these subjects a bit tiring –
as far as I was concerned, since first playing Super Mario and
reading Tintin, comics and games have always been culturally legit.
Neal Curtis
in comics and Kevin Veale video games: trailblazers
Of course my
personal opinion doesn’t matter, and the fact is that comics and
video games aren’t taken as seriously as books or art. And even
though I was exasperated at first, the more I read on the topic –
of cultural and academic legitimacy – the more fascinating it
becomes, almost as a subject in its own right. Why do certain mediums
or disciplines have more cultural legitimacy, or cultural capital,
than others? Perhaps it is to do with what is defined as art.
Games can look pretty, but apparently that is not enough to constitute it as art, or at least a "true" art form - i.e. an art form with cultural legitimacy and capital. Philosopher Pierre Bourdieau outlined the two principles of legitimacy. Autonomous production, which obeys internal conditions inherent to the medium, such as pure aesthetics, and heteronomous production, which obeys external conditions such as commercial interests. Perhaps this is the answer, for video games fall into the second category. But wait a minute! Art may mostly be autonomous, but film can much of the time certainly be considered heteronomously produced too.
So perhaps it is the mode of artistic production. Maybe in order for something to be culturally legitimate a single author is needed. Games have huge teams creating them. But wait a minute! So do films, and so does the work of superstar artist Jeff Koons. Maybe it is the fact that video games aim to entertain - but films entertain. Maybe it is the association with childhood that makes games low brow - but that association mistakes a medium for a genre. Maybe the main culprit is video games' relative youth, or perceived youth - although comics have been around as long, or longer, than film.
Basically, I have no answers, so hopefully this paper will help provide some.
Games can look pretty, but apparently that is not enough to constitute it as art, or at least a "true" art form - i.e. an art form with cultural legitimacy and capital. Philosopher Pierre Bourdieau outlined the two principles of legitimacy. Autonomous production, which obeys internal conditions inherent to the medium, such as pure aesthetics, and heteronomous production, which obeys external conditions such as commercial interests. Perhaps this is the answer, for video games fall into the second category. But wait a minute! Art may mostly be autonomous, but film can much of the time certainly be considered heteronomously produced too.
Art Deco parties: production design from Bioshock and The Great Gatsby
So perhaps it is the mode of artistic production. Maybe in order for something to be culturally legitimate a single author is needed. Games have huge teams creating them. But wait a minute! So do films, and so does the work of superstar artist Jeff Koons. Maybe it is the fact that video games aim to entertain - but films entertain. Maybe it is the association with childhood that makes games low brow - but that association mistakes a medium for a genre. Maybe the main culprit is video games' relative youth, or perceived youth - although comics have been around as long, or longer, than film.
Basically, I have no answers, so hopefully this paper will help provide some.
As a last thought, another result of
studying these “new” mediums, and trying to justify them, is what
I would call an obsession with concretely defining what the medium
is. Almost as if having an authoritative entry in the Oxford
dictionary would afford it more legitimacy. Although obviously important, I found this frustrating too. In the comics paper too much
time, I thought, was spent on finding a one-line definition of comics
instead of studying them. I was worried the same would be the case
here. But after reading the Perron and Wolf chapter, I’m feeling relieved: “The definition
of its object and the vindication of its examination are certainly
representative of the first phase in the defining of a new field of
research. For the most part, while textbooks with more refined
perspectives have appeared … video game studies has passed beyond
this phase.” (4) THANK GOODNESS. The gist I get from Perron and
Wolf is “yes, we’ve already worked at defining them and have also
decided that video games are worth studying – so then let’s start
studying them!”. Excellent! I’M PUMPED.
(Eleanor Woodhouse)
(Eleanor Woodhouse)
Augh, I have no idea how that picture got online. OBJECT LESSON: Don't let images taken by yourself at 2am so as to let someone you've never met before collect you from a train station leak onto the internet, because they Never Disappear.
ReplyDeleteFortunately I have no shame, so it's just funny.
The post is good and raises useful points; the connection to comics is going to be something that comes up later, and there's definitely shared territory there.
- Kevin