
By the time of the First World War, film and cinema. “So in the Crimean War, photography was the new medium. In Kikuchi’s view, each generation has its defining technology, which is inevitably used to tell stories about war. I’ve been a curator for 15 years but I’ve been a gamer for about 30.” “For me that’s an obvious observation, because I’ve been playing video games since I was five years old. One of the rooms at War Games: Real Conflicts, Virtual Worlds, Extreme Entertainment at IWM London “It occurred to me that, just as war films are a big part of the way pop culture reflects and represents war and conflict, so too are video games,” he said. As we walked around the museum, he described the origins of the exhibition. Ian Kikuchi is a historian and the museum’s senior curator for the Second World War and Mid-20th Century. Made up of immersive installations and previously undisplayed objects along with contributions from industry experts, War Games ranges from the early days of cassette-loaded 2D animation to today’s photo-realistic blockbusters. How about a major exhibition at the Imperial War Museums (IWM) on the portrayal of war in video games? Visit the London museum and that’s what you will see: the UK’s, possibly the world’s, first exhibition on how war is represented in the virtual world of computer games. Have the instantly recognisable style and palette of the Super Mario Brothers games been any less influential than, say, the works of Roy Lichtenstein?Īnd yet videogames are not taken seriously as a form. And even away from the highbrow, almost arthouse, games, some titles have had huge aesthetic impact.

The record for most Game of the Year awards is held by 2020’s The Last of Us Part II, which was praised for its depictions of empathy, grief and anger, complex emotions strongly suggestive of artistic insight.
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Modern games, with blockbuster budgets, detailed plotlines and the use of actors, are every bit as valid a form of storytelling as films, TV or visual art, with the vital addition of allowing the player to guide the action. That growth was driven – remarkably – by women and 45–65-year-olds.Ĭomputer games are a huge industry – and I would agree with the editors of Video Games Player that they are also a form of art. Last year, Europe’s video games market had revenues of €23.3bn, while the player base increased by 6%. The sector’s enormous size is not lost on the European Parliament’s Culture Committee, which recently published data showing that, in 2020, the sector provided more than 98,000 jobs – a 7.6% increase from 2019 – in mainly small and medium-sized enterprises. įor more details, please see our privacy notice.By 2026, global gaming industry revenues are expected to exceed $320bn. You can unsubscribe at any time by clicking on the unsubscribe link at the bottom of every email, or by emailing us at. We will never give your details to anyone else without your consent. We will only use your email address to send you the newsletters you have requested.


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