Video games are a relative late arrival on the cultural stage.
While the academic discipline of game studies has evolved quickly
since the nineties of the last century, the academia is only
beginning to grasp the intellectual, philosophical, aesthetical,
and existential potency of the new medium. The same applies to the
question whether video games are (or are not) art in and on
themselves. Based on the Communication-Oriented Analysis, the
authors assess the plausibility of games-as-art and define the
domains associted with this question.
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