The surrealism of Super Mario Bros. would seem to be self-evident but, as PBS' Idea Channel on YouTube says, perhaps it has been around for so long that its non sequiturs are taken for normal.
Miguel Concepcion recently posted a healthy reminder that gamers CAN be bibliophiles—especially where books about video games are concerned. Behold, the 25 Best Video Game Coffee Table Books.
A Slow Year, the anthology of "video game poems" Dr. Ian Bogost wrote for the Atari 2600, has published a special edition befitting a work of art. The box is hand-crafted and bound in red leather, with foil-stamped gold lettering. The set sells for $500 and only 20 are available, but admiring it is free.
Can it be that time of year again? So soon? Yes, it seems it is. Time for Japanese game store Meteor to hold their annual "Famicase" exhibition, featuring imaginary Nintendo game cartridges.
Are game developers creating games, or are they creating art? In the case of the ten creators showcased in flavorwire's "10 Artists Who Use Video Games as Their Medium" I suspect it might be a little bit of both.
Which video games deserve to be honored for their art? Heavy Rain or Final Fantasy? Grim Fandango or Fallout? In the Smithsonian's upcoming "The Art of Video Games" exhibition, gamers decide which titles make the cut.
While the argument over video games as art rages on, there can be no denying that games have influenced art, as evidenced by the WoW: Emergent Media Phenomenon at the Laguna Art Museum in California.
The London Review of Books! John Lanchester questions whether the medium is "art" for the literary publication, now three decades old, and comes away conflicted, if positive about the present and future of games.
Respected film critic Roger Ebert may still be on the wrong side of the games-as-art debate, but he's slowly coming around, conceding that games are getting better, though he'd rather be knitting.
Compared to a lot of esoteric ruminations on game design, Ernest Adams' little essay on 'the dao of game design' is remarkably grounded and to the point. The question of how to make a game that players — not just the designer — would want to play is an obvious one; perhaps more obvious is the fact that a designer…