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Lectura

Video Games as an Art Form
Every form of art originates from entertainment. Paintings were meant to decorate a room,Párr. 1
music filled the void with appeasing melodies, literature engaged readers intellectually, and
movies turn what lies in our imagination into a tangible reality. However, a relative
newcomer, the video game, has not yet been recognized as worthy enough to take its place
5in the world of art. The problem arises when video game developers try to express their
artistic vision, but the general public remains almost completely oblivious to their
existence. In essence, video games cannot prove themselves because no one is listening.
Nevertheless, video games should be promoted as a valid form of artistic expression Párr. 2
because of the potential they have to creatively express an idea that no other form of media
10can claim to accomplish. This uniqueness is found in the video game's direct interaction
with the observer. A way to promote videogames as art is to have increased positive
coverage of video games by the public. A possible method of doing so could include
introducing games in libraries, or perhaps even having interactive exhibits at museums
dedicated to artistry. In essence, the only way to experience a game is to become directly
15involved with it.
Unfortunately, the virtual world of video games is only a reality to a few. In his Párr. 3
article titled "Is it Art?", John Lanchester states that "books, films, TV, dance, theatre,
music, painting, photography… are all part of our current cultural discourse. Video games
aren't" (18). Even if a person does not partake in or even joy one of these artistic subjects,
20at least he or she knows that the artistic medium exists. Additionally, the public's exposure
to video games in the media often only involve a connection between violent video games
and various shooting tragedies that occur throughout a nation. If this is a person's only
knowledge of video games, it becomes very easy to dismiss video games as a negative
influence and a waste of time.
25Before video games can be promoted as art, the argument must be made that video Párr. 4
games have the attributes to qualify them as an art form. However, the difficulty arises in
finding succinct definition of art. To obtain a greater understanding of art itself, Adams
offers a description of the evolution of art. He proposes that art was initially meant to
"portray an object" but in this current generation, art serves "as an expression of the artist's
30thoughts" (68). In an article published in the journal At the Interface/Probing the
Boundaries, Jef Folkerts suggests a distinction between what is truly artistic and what is
simply aesthetic. The aesthetic quality of something only involves its outward experience,
while an object's artistic properties involve its content (103).
While video games of the current-generation boast life-like graphical engines that Párr. 5
35often surpass any visual effects present in movies, it is not the only aspect of games that
define them as an artistic medium. Most, if not all video games have music uniquely
orchestrated for them and could be analyzed completely on its own as a form of musical art.
What differentiates a game from its closest relation, film, and other forms of art is its
completely interactive form of narrative. When we are truly part of the "artistic experience"
40in film or literature we constantly associate meaning to what is presented in the movie or
book. A film or piece of literature ceases to become art when "what we see is what we get"
(Folkerts, 103) where there is no substance beyond the medium's outward appearance. By
making the player directly involved with the narrative, even to the point where the player
has the ability to shape it into his or her own unique experience, the video game effectively
45evokes this meta-reflexive nature ofour minds. This ability of the video game to allow us
to constantly interpret in-game events and associate meaning to them is what can define it
as art, and the distinguishing factor of video games is that the observer has direct influence
over the narrative. This level of interactivity would ultimately lead to a greater
understanding of any artistic message that is present in the video game.
50An observation Lanchester makes is that what undermines the validity of video Párr. 6
games to non-gamers is the difficulty of learning the game mechanics. He proposes that
"the whole package of conventions and codes and how-tos which become second nature to
video-game players, but which strikes non-players as arbitrary and confining and a little bit
stupid" (19). It is important to point out that artistry is often accompanied by difficulty. The
55various works of Shakespeare are often off-putting to students because of the difficulty of
language. It takes time and patience to understand how Shakespeare is read before one can
understand his literary meaning.
There are games out there that are worthy enough to earn the distinction of being Párr. 7
art, and as technology advances, developers are able to create richly detailed creative
60worlds that can further immerse the player. However, these games are virtually nonexistent
to the average citizen. Consequently, it is imperative that video games be promoted as a
form of artistic expression because of the immeasurable benefits it could bring to our
society. Even now, there are many connections between games and literature. Spec Ops: the
Line, for example, is a third-person shooter which involves a three-man squad infiltrating a
65conflict somewhere in the Middle-East. However, Spec Ops does not fall into the trap of the
glorifying of war as many shooters do.
If educators had a chance of recognizing the literary elements of games, they could Párr. 8
provide connections to the texts that they are teaching students. The interactivity level will
let students develop a greater understanding of difficult themes since they are directly
70involved in how the story progresses. This interactive experience could be applied to a
more general audience, and it could improve society as we have the potential to learn very
complex themes in a relatively simple manner. It will take an undoubted lengthy amount of
time to change the mindset of any culture, but a greater amount of exposure is needed
before any significant change can occur. A possible method in doing this is to make video
75games free and accessible. Libraries are a great resource of free knowledge, and
introducing certain video games in this system will expose this medium to a greater amount
of people who could not financially afford video games. Currently "… 15% of all libraries
now check out video games to anyone with a library card" and in those libraries even
"books are being checked out at a rate that exceeds what it was before gamers arrived"
80(Navarrette).
Fuente: Robles, M. (2014) "Video Games as an Art Form," ESSAI: Vol. 12, Article 32.
https://dc.cod.edu/essai/vol12/iss1/32