Shakespeare, video games, art, The Tempest, new media, culture
In many ways, video games are fighting the same battle for cultural legitimacy that English drama fought in Renaissance England, a battle chiefly won by William Shakespeare. The video game industry is currently in much the same state that English drama was in when Shakespeare entered the scene, and game designers could learn much from his example, as he arguably innovated a new medium as much as he achieved anything else. Part of Shakespeare's success depended on looking backward to bring already culturally important stories to the stage in order to prove that this new medium could be a vehicle for powerful art. I will argue that in order for video games to win cultural legitimacy they must prove they can do the same, and this paper specifically includes ways in which a video game adaptation of The Tempest could help expand scholarship of Shakespeare's text and exploit some of the unique mechanics of the video game medium to create a new and excellent artistic experience.
Intensive reading, discussion, and (in some sections) viewing of plays from the comedy, tragedy, romance, and history genres.
BYU ScholarsArchive Citation
Bills, Paul C., "Such Stuff as Dreams are Made On: Shakespeare and the Cultural Legitimacy of Video Games" (2013). Student Works. 90.
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