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Aesthetics and Interactive Art

Any discussion of aesthetics and interactivity must first transgress the divide in modern western Art History between art and technology. Despite the fact that technical principles have always underpinned fine art production (rules of perspective, proportion and the golden section for example) photography, film, television and video are still marginalised in art-historical dialogues. The mechanically-reproduced artefact is easily dismissed in a discourse where value is still equated with dubious concepts of authenticity and originality anchored in production techniques. For example, whilst video art has been part of the art world since the 1960s when artists such as Nam June Paik brought the TV set into the gallery, the aesthetics of video is still neglected in art theory. Not only can video artefacts be mechanically reproduced, but the potential for mass access or worse still, mass appeal, is assumed to negate the exclusivity essential to establishing an aesthetic value. Digital artefacts manifest these two problems of reproduction and access to an even greater extent. A digital artefact, by conventional standards, is even less authentic and original than a mechanically-reproduced one; a true simulation, a mathematical model of the real. Furthermore, not only is the digital artefact accessible by the masses, it is very often interactive, i.e. shaped by audience input; a product of ‘the mass’ itself. These material factors should not inhibit an academic discussion of the aesthetics of interactivity. An aesthetic value is always established by the consensus of an elite. In media studies for example, textual analysis of televisual artefacts clearly demonstrates that whilst television might appear generally accessible and understood by everyone there is quite clearly a relative, yet elaborate, aesthetic code operating within a wider, still elite, cultural context.