The art of video games

  title={The art of video games},
  author={Lydia Nicholas},
  journal={New Scientist},
Rethinking ROUGE Scores for Video Game Review Summarization
This work addresses that existing state-of-the-art summarization techniques fail in generating high-quality game review summaries, and ROUGE scores for those summaries are quite problematic and provides an in-depth discussion between the RouGE score and the scores of human annotators in terms of game review factors.
Beyond Rapture : a historic-artistic analysis of the videogame BioShock
Universidad de Puerto Rico. Recinto de Rio Piedras. Facultad de Humanidades. Programa de Historia del Arte.
Narrative video game aesthetics and egocentric ethics A Deweyan perspective
Th is article argues that video gaming allows for player-focused (egocentric) moral experience that can be distinguished from the other-focused (allocentric) moral experience that characterizes
‘Videogametism’: Consolidating the recognition of video games as an art form
Because video games are still considered ’low culture’ by many whilst being one of the most important art forms of the XXI century, this paper proposes a new concept for the field of game studies
Playing with Fear: The Aesthetics of Horror in Recent Indie Games
This article explores the aesthetics of horror that recent indie games offer to their players. Following a general discussion of how the audiovisual, ludic, and narrative aesthetics of indie games
Is the News Cycle “Real”?
This chapter features a game from the Shin Megami Tensei series called Persona 5. This chapter examines how the case of role playing video game Persona 5 depicts agenda setting through the use of an
Player conceptualizations of creativity in digital entertainment games
Creativity has been widely studied across various disciplines such as psychology and education from a variety of perspectives and has been argued to provide a range of different benefits such as the
The Forms and Fluidity of Game-Play
There are multiple forms of play. There is make-believe play—the play of imagination and pretend; there is also striving play, the play of competition, challenge, and overcoming obstacles. This
Video games, contestation, and meaning: a strong program approach to studying artistic legitimation
  • Brian McKernan
  • Sociology, Art
    American Journal of Cultural Sociology
  • 2018
For a creative expression to be widely recognized as art, sociology of art scholars argue that proponents must apply a legitimizing discourse that supporters of past art forms have successfully used.
Gamification , citizen science and civic engagement : in search of the common good
This paper presents a project for users to enter and retrieve information on commercially available food products which contain ingredients associated with an increased risk of cancer and other diseases, and expects to crowdsource an open database of potentially unhealthy food products, raising awareness among consumers about the risks of certain ingredients and artificial additives.