each style. The users are guided by a narrator. In the
game the Orbs of Knowledge discuss the cultural
context of styles, show examples in gaming, and their
antecedents in the era of modernism. In addition, the
user is invited to act creatively using the stylistic
means of expression of each room. The creative
elements also affect the dynamics of interaction.
During the last few years, some authors of new
media art have demonstrated an alternative feeling of
time and an unusual emphasis on reflection. Although
the paradigm of existence in the modern world has
proved to be fast paced, recently there has been a
tendency towards slow interaction in gameplay. As the
gaming theorist Tim Marsh has stated, slow games are
“intended to focus attention/concentration, and provide
openings and opportunities for reflection,
contemplation, and learning”. The authors of games
with a slow interaction are artists Ernest Edmonds,
Michael Brough and Ian Bogost, to mention a few.
Slow games are created with the aim of raising
awareness, of “deep attention, reflective, and
contemplative experiences”, in order “to stimulate
thought and shape experience”, and thus to open better
opportunities for deepened thought (Marsh, 2016).
In Art Space play is “similar to performing, or
dancing with technology”. It aims “to create a sense
of calm and allow participants to break away, clear
their minds, and unwind”. The style of interaction in
Art Space depends on the user. Although the tempo is
not permanently and obligatory slow, its’ flow is
similar to the games that could be called
contemplative such as The Night Journey (2010)
which is aimed not at fast reaction but rather at
reflection and exploration of the environment. Also,
in the famous Minecraft (2011), as Tim Marsh has
noted, the speed of the game “is dictated largely by
the player” yet one can see moments “when the player
stops and pauses to watch the beauty of a sunset or
marvel at the sudden rain” (Marsh, 2016). This kind
of lingering is characteristic of games that enhance
the capacity for philosophical reflection like Every
Day the Same Dream (2009) and Graveyard (2008).
This group of games has been described by
(Chittaro, Sioni, 2018), as well. The authors have
carried out research regarding existential video games
which are “employed to encourage users to reflect on
the impact of death awareness on their lives”. This
“could be considered as a sub-genre of serious
games”. Moreover, there are many serious games and
art games with the purpose of reflection that could be
classified as contemplative. In these games the player
can take his/her time without a risk of breaking “the
subtleness of the experience” caused by a time
limitation and without interrupting “the flow of
emotions” the game can evoke.
Furthermore, there are game-based artworks
where the mechanics are much slower such as the
“game poems” The Slow Year (2010) by Ian Bogost,
Vesper.5 (2012) by Michael Brough and the Shaping
Form artworks (2007) by Ernest Edmonds. These
activities might take days or months for the player to
see the changes caused by interactions such as
walking-by or hand waving. Vesper.5 only allows the
player to take one step a day. The work replays all
previous steps evoking reflection on steps that have
already been taken, before pausing to wait for the
player to take their daily step (Marsh, 2016). These
works develop the capacity for sedate observation,
consideration, and peacefulness.
Papa Sangre (2010) is a unique example of slow
gaming that could be called an audio horror game. It is
focused on the acoustical experience. “The player must
have patience and move slowly through the space […]
Through controlling the pacing in this manner, the
game forces players to listen while they move, paying
attention to the sounds that other characters or objects
are making as well as to their own sounding bodies in
the virtual world” (Collins, 2013).
In comparison to a purely entertaining game, the
user of Art Space needs more time to reflect upon the
messages and atmosphere of the digital environment.
The author of this study believes that this type of
game-based works has the potential to raise cultural
awareness and to develop an intellectual approach to
disciplines in the humanities. In these disciplines,
phenomena “are understood to change through
consecutive readings and interpretations” and are
“highly contextual and subjective” (Levenberg et al.,
2018). Art Space provides a space to question cultural
ideas and stresses individual meaning-making. This
approach has been less important in gaming to date
since most games have been largely orientated
towards action. However, a more developed
reflective approach would diversify game culture,
widen the scope of the analysis, “inscribe new value”
into video games and “pave the way for a new
generation of games” (Styhre et al., 2018).
Slow play also refers to the concept of critical play
coined by the well-known game designer and theorist
Mary Flanagan. She claims that games should not link
players to the “slavery of play” but should rather help
them better understand the deep significance of
artists’ messages and see the world in new ways
(Flanagan, 2016). This kind of perception regulates
the tempo of play and excludes rushing. The
contemplative approach to play in Art Space
determines its rather moderate speed of interaction,
but this can be combined with a rapid style of play.