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Must games be fun? As the medium has grown immensely in all scopes - with audience, economical and aesthetic implications - it seems harder by the day to pinpoint the location and existential core of "games". They are now so broad-ranging that they defy simplistic classifications in old terms and categories.
With this in mind, I look at how games deal with issues most people don't normally associate with a medium saturated by a pervasive focus on entertainment. Some of these themes are social issues, education as well as artistic/aesthetic ambitions. I argue that there are several different levels in which games deal with these things, from the seemingly passive-evasive (some AAA games) to directly addressing matters head-on (serious games). I also present a possible reading of how the concept of "art" applies, and does not, to the wider claims that game developers are increasingly interested in.