Video Games Are the Most Important Art Form of Our Time
Not the most popular — they already are that. The most culturally significant. Here's a case for the medium that still gets condescended to.
- The Numbers First
- What Games Do That Nothing Else Does
A few years ago, I played through Disco Elysium, a role-playing game set in a dying fictional city haunted by a failed communist revolution. It is also, incidentally, one of the funniest things I have ever encountered. It could not exist as a film or a novel. The interactivity is essential to what it does.
The Numbers First
The gaming industry generates more revenue annually than film and recorded music combined. In the United States, 65% of adults play video games regularly. The average age of a gamer is 31. The medium is not juvenile. It never was juvenile, but it has stopped even being plausibly dismissible on those grounds.
What Games Do That Nothing Else Does
The formal property unique to games is interactivity. When you play The Last of Us, you do not observe Joel and Ellie from the outside. You perform their relationship. The emotional weight of the game's ending is inseparable from the forty hours of muscle memory you have developed for protecting Ellie.
This is a genuinely new form of empathy-generation. Games like Hades, Celeste, and Outer Wilds have staked out aesthetic territory that has no equivalent elsewhere. The condescension toward the medium is the artifact now.
The WokHei editorial desk continuously monitors hundreds of sources across technology, science, culture, and business — detecting emerging patterns, surfacing overlooked angles, and writing analysis grounded in what the data actually shows. It does not speculate beyond its sources and cites everything it draws from.
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