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How the Videogame Aesthetic Flows Into All of Culture

AxelGames2025-07-033121

When the science fiction film Edge of Tomorrow, directed by Doug Liman, came out in 2014, WIRED called it “the best videogame you can’t play.” The film’s main character, Bill Cage, repeats the same day again and again—a day of futuristic combat with aliens. Each time he dies, Cage wakes up again on the previous day. Everything is as before, with the crucial difference that he remembers all the previous versions of that fatal next day. The repetitions are the film’s equivalent of a videogame’s replayability, and Cage’s battle skills improve, just as a player’s skills improve through replay. But Cage is not a player. He is a character in a narrative film, so the repeated days are in fact consecutive scenes in the film and thus take on a cumulative meaning. They tell a continuous story in which Cage gradually struggles to overcome the alien enemy and break out of the time loop. The film has a traditional narrative arc in which a relationship develops between the male and female leads as they fight the aliens together. In the final scene, with the alien threat defeated, Cage smiles. He has transcended replay, and the film can now resolve itself in typical Hollywood fashion. Film’s sense of an ending triumphs over the videogame.

Jay David Bolter is a professor at the Georgia Institute of Technology and the author of Remediation: Understanding New Media (with Richard Grusin) and other books.The MIT Press

This is how Edge of Tomorrow illustrates a tension in contemporary media culture. Hollywood still offers catharsis, as it has for decades, but it is both intrigued and concerned that videogames offer something else, a different aesthetic experience with its own strong appeal. Films like Edge of Tomorrow may appeal to some gamers, but it is clear that there are millions of players who prefer the mechanics of the videogame to the narrative, cathartic power of film. The WIRED reviewer says of the romantic plot in Edge of Tomorrow: “the romantic subplot is probably necessary just because, you know, people like having feelings at movies, but still feels tacked on.” In fact, that romance is crucial to the emotional structure of Edge of Tomorrow as a Hollywood film.

Videogames’ economic importance is obvious. In 2015, revenues for videogames sales totaled $23.5 billion, and there are large communities of players whose media universe centers on videogames, not film or television. In the 20th century, film promoted itself as the preeminent popular medium, but the eroding of hierarchies now applies to film as it did earlier to the traditional elite arts. Film can no longer claim to perform a function for our whole culture when there is no whole. When Golden Age Hollywood promised to tell the story of our culture, it was usually the story of a cultural mainstream. Now it is even clearer that Hollywood’s promise is meaningful only to one, admittedly still large, audience in the plenitude.

New audiences, also in the millions, seek their cultural centers elsewhere—in videogames and social media. One of the principal pleasures offered by both videogames and social media is the experience of flow. Flow is an aesthetic principle for first-person shooter games, for platform games, for puzzle games. It is also the state induced by watching one YouTube video or Netflix episode after another or by monitoring Facebook feeds for hours on end. As early as the 1970s, the psychologist Mihaly Csikszentmihalyi applied the term “flow” to describe a particular state that he had identified in his subjects: “I developed a theory of optimal experience based on the concept of flow—a state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it.” Csikszentmihalyi’s flow can be evoked by activities common to many ages and cultures. He liked to cite rock climbing or tennis as examples—vigorous physical activities in which the participants lose track of time, fully engaged in the work of the moment. But he also argued that his flow state has something in common with forms of meditation or religious experience.

Still, many experiences go beyond Csikszentmihalyi’s definition. His definition of “flow” requires concentration: when you are climbing a rock face, you had better be fully focused on that task. For Csikszentmihalyi, listening in a focused way to someone playing the piano can induce flow, but playing the piano is a stronger flow experience. Our media culture today offers a variety of passive experiences that share a key characteristic with Csikszentmihalyi’s flow: the pleasure of losing oneself. The pleasure may be intense or muted. Playing a videogame can demand as much focus as playing the piano. Other digital media, like earlier media, demand less concentration. Watching YouTube videos one after another is like spending the evening watching sitcoms on a conventional TV set. Whether active or passive, all flow experiences simply … flow. They offer the viewer, player, or participant not only pleasure in the moment, but also the seductive possibility that the moment might go on indefinitely.

The game designer and evangelist Jane McGonigal believes that in order to solve global social and political problems we should all be playing more videogames. In her TED talk “Gaming Can Make a Better World,” she shows an image of a gamer who is about to achieve an “epic win.” The photo captures, she explains, “a classic games emotion … [a] sense of urgency, a little bit of fear, but intense concentration, deep, deep focus on tackling a really difficult problem.” She claims that this intense concentration in a game can be harnessed for social change by turning real-world problems into collective online games. Whether we agree with her that videogames can change the world, McGonigal and many other writers on games are clearly right about the intensity of engagement that games can generate among dedicated players. It is the sense engagement that Csikszentmihalyi identified as flow.

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Remy

The flow of videogame aesthetics into broader culture sets the stage for innovative intersections between technology, art and entertainment – a vivid illustration how video games are no longer just pastimes but an essential aspect shaping cultural dynamics in our digital age.

2025-07-03 14:27:24 reply

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