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Cinema vs Video Games: A Comparative Analysis of Artistic Experience

April 23, 2025Art2277
Cinema vs Video Games: A Comparative Analysis of Artistic Experience O

Cinema vs Video Games: A Comparative Analysis of Artistic Experience

Often, discussions about the closest form of artistic experience to the oneiric (dream-like) activities tend to focus on cinema. However, as someone with a background in film, I strongly disagree with this perspective. In my opinion, cinema falls a long way short in comparison to the real experience of dreaming. Instead, I believe that video games offer a much closer analogy to the oneiric realm and are a highly immersive form of artistic experience.

The Oneiric Activity and Cinema

The term oneiric refers to the dream-like state or experience. In analyzing the artistic experience of cinema, it is important to consider the elements that make up the oneiric nature of dreams. Dreams often involve vivid imagery, complex narratives, and a realm of the unconscious that is fluid and unpredictable. While cinema certainly can evoke vivid imagery and complex narratives, it is constrained by the rules of conventional storytelling and the need to maintain a coherent and linear plot.

Furthermore, the cinematic experience is typically passive. The audience sits in a dark theater, viewing events unfold on a screen without any active participation. This passivity does little to capture the active, immersive nature of dreaming. While cinema can transport us to other realms and evoke strong emotions, it cannot replicate the subjective and personal nature of dreams.

The Oneiric Activity and Video Games

Video games, on the other hand, offer a much closer experience to the oneiric realm. They are interactive, allowing the player to take an active role in the narrative and the environment. The subjective and immersive nature of video games aligns more closely with the experience of dreaming. Players can explore virtual worlds, make choices that affect the outcome, and experience a wide range of emotions and sensations that are reminiscent of a dream.

Moreover, video games often incorporate elements of storytelling and narrative that are not constrained by conventional linear plotlines. They can weave complex and multifaceted storylines that are open to interpretation, much like the fragmented and unpredictable nature of dreams. The uncanny valley effect of video game graphics and the reality of player choice contribute to the feeling of immersion and subjectivity that are central to the oneiric experience.

The Argument Against Labelling Video Games as Art

Some might argue that video games cannot be considered an artistic experience because they are primarily seen as a form of entertainment. However, this argument is largely a matter of semantics. Art is often defined as any creative expression that engages the viewer or participant on an emotional, intellectual, or sensory level. Video games, in their ability to evoke strong emotions, inspire creativity, and provide a unique form of storytelling, certainly fit this definition. The line between entertainment and art is often blurred, and video games should be recognized as a legitimate form of art in their own right.

Conclusion

While cinema is undoubtedly a powerful and influential medium, it is not the closest analogy to the oneiric activity of dreaming. Video games, with their interactive and immersive nature, offer a much closer and more authentic experience. They provide a genuine artistic expression that is as vivid, unpredictable, and subjective as the realm of dreaming. Moving forward, it is essential to recognize the unique and valuable role that video games play in contemporary artistic expression.

Keywords: cinema, video games, artistic experience