Академический Документы
Профессиональный Документы
Культура Документы
What naturally led up to and followed the Death of the Author was the idea that readers and
critics had just as much say as the author in the literary quality of the text. While the Death of the
Author attempted to raise the reader up to the level of the author, the author no longer had a
voice in his own work. Modern society had already shifted culturally towards the rise of
consumerism and the idea that the customer is always right. Death of the Author was
effectively a postmodern construct in that it sought to deconstruct what was already built before
it. The breaking down of the reader and author can be seen as the deconstruction of the boundary
between high art and low art forms that occurred in post-modern society as a result of the
ideologies of that time. This idea is realized in the conceptualization of popular culture as high
art culture, such as pop art. In a sense, art that had lacked quality now had quality if the public
deemed it so. Post-modern culture had placed art in the hands of the audience and literature in
the hands of the reader and by doing so, effectively driven the knife into the heart of these art
forms.
That is not to say that great literature is no longer being produced; rather, it can be said
that so much literature is being produced so that great literature is much harder to find. Postmodern texts also rely on intertextuality, fragmentation, or deconstruction in the sense that they
use pastiche or attempt to deconstruct traditional novels in their writing styles. In addition, less
people are reading compared than the generations before them. According to the Department for
Culture, Media, and Sports (DCMS) Taking part 2011/12 Adult and Child Report, on average,
adults are reading at least twice as much as young adults (16-24) are. The omnipresent and
deadly threat to the novel has been imminent now for a long time getting on, I would say, for a
century and so it's become part of culture. During that century, more books of all kinds have
been printed and read by far than in the entire preceding half millennium since the invention
of movable-type printing. If this was death it had a weird, pullulating way of expressing itself.
[] There is now an almost ceaseless murmuring about the future of narrative prose (Self).
For many people, that future belongs to videogames, television, and films. Television is
the number one art form consumed by people of all ages, according to the DCMS. The Pew
Internet & American Life Project found that ninety-seven percent of young Americans play
videogames. James Paul Gee stated, When people learn to play video games, they are learning
a new literacy. With the death of literature, videogames among other art forms have
become one of the primary modes of narrative and story. Videogames paste together aspects of
film, music, and literature to create a new form of storytelling that brings in the aspect of
interactivity, which is a concept that is not as heavily presented in other art mediums. However,
having these advantages does not inherently give videogames the ability to represent high art. In
Loading the Dice: The Challenge of Serious Videogames (written in 2004), Woods remarks,
Certainly, videogames seem able to represent extremely serious subject matter, [] Inasmuch
as videogames deal with issues of power, violence, mystery, deceit and death, they have,
apparently, been unable to convey the emotional depth with which we might associate such
topics in other media forms. Even today, with exceptionally literary games like Dear Esther,
Bioshock, The Last of Us, the state of videogames as form of high art is debated. Games that
have great narratives and great stories and execution still seem to be not enough to finally push
videogames into history as fine art.
Perhaps one way to address the question, can videogames be a high art form is to
rephrase it. Why arent videogames, despite having great cinematic value, great narrative, and
great story, considered high art? Woods continues on to say in Loading the Dice:
Works Cited
"Gaming as a Literacy." Beyond Literacy. N.p., 11 Nov. 2012. Web. 14 Dec. 2014.
Koster, Ralph. "Raph Koster's Home Page." Video Games, and Online Worlds, as Art. Ralph
Koster, n.d. Web. 14 Dec. 2014.
Self, Will. ""The Novel Is Dead (this Time It's for Real)"" The Guardian. The Guardian, 2 May
2014. Web.
Taking Part 2011/12 Adult and Child Report (n.d.): n. pag. Gov.uk. Gov.uk, Aug. 2012. Web.
Trimbur, John. "Agency and the Death of the Author: A Partial Defense of
Modernism." JAC 20.2 (2000): 283-98. JSTOR. Web. 14 Dec. 2014.
Woords, Stewart. "Loading the Dice: The Challenge of Serious Videogames." Game Studies -.
Game Studies, Nov. 2004. Web. 14 Dec. 2014.