The Argument from Extreme Difficulty in Video Games

Journal of Aesthetics and Art Criticism 79 (1):64-75 (2021)
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Abstract

Many video games require complex, rapid sequences of skilled bodily movements in order to complete game-world tasks. It is not unreasonable to think that this might interfere with our ability to aesthetically appreciate such video games. I present two versions of this argument from extreme difficulty: a strong version and a weak version. While extant treatments of the aesthetics of video games can be used to rebut the strong version, the weak version remains recalcitrant. I develop a reply to the weak version, use it to clarify key features of reasons used by video-game critics to argue in favor of their critical judgments, and to illuminate the development of video games over time.

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Aderemi Artis
University of Michigan - Flint

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References found in this work

Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
Philosophy and human movement.David Best - 1978 - Boston: Allen & Unwin.
A Philosophy of Computer Art.Dominic Lopes - 2009 - New York: Routledge.
Artistic crimes: The problem of forgery in the arts.Denis Dutton - 1979 - British Journal of Aesthetics 19 (4):302-314.
Proprioception as an aesthetic sense.Barbara Montero - 2006 - Journal of Aesthetics and Art Criticism 64 (2):231-242.

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