Interactive and New Media
Exploring how video games, VR, and interactive installations create new forms of artistic engagement.
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Key Questions
- How does interactivity change the relationship between the artist and the audience?
- Can a video game be considered a work of high art?
- What are the artistic challenges of designing for a 360-degree environment?
Common Core State Standards
About This Topic
Interactive and New Media explores the frontier of artistic engagement. 12th graders investigate how video games, Virtual Reality (VR), and interactive installations change the role of the audience from a 'viewer' to a 'participant.' This topic is essential for students to understand the future of the arts, where the line between the creator and the consumer is increasingly blurred. It aligns with standards that require students to use new technologies to create and present art.
Students will grapple with the unique challenges of designing for a 360-degree environment and creating 'branching narratives.' They will also debate whether video games can be considered 'high art.' This topic particularly benefits from collaborative investigations and simulations where students can 'playtest' each other's interactive concepts and see how different people navigate the same digital space.
Learning Objectives
- Analyze how interactive elements in video games and VR installations alter audience perception and participation.
- Evaluate the artistic merit of video games by comparing their narrative structures, aesthetic design, and thematic depth to traditional art forms.
- Design a conceptual interactive art piece, outlining its core mechanics, user interface, and intended audience experience.
- Critique the challenges and opportunities presented by designing for immersive 360-degree environments.
- Synthesize principles of visual storytelling with interactive media to propose a new form of digital art engagement.
Before You Start
Why: Understanding how stories are built and conveyed is fundamental to analyzing and creating branching narratives in interactive media.
Why: Familiarity with digital creation tools provides a foundation for understanding the technical aspects of creating new media art.
Why: A strong grasp of visual elements is essential for designing compelling aesthetics in any visual medium, including interactive and new media.
Key Vocabulary
| Interactive Installation | An artwork that responds to the presence or actions of the viewer, often incorporating technology and physical space to create an engaging experience. |
| Branching Narrative | A story structure where the audience's choices or actions lead to different plot developments and outcomes, creating multiple paths through the narrative. |
| Immersive Environment | A simulated sensory experience, often using VR or large-scale projections, that surrounds the user and creates a sense of presence within the digital or physical space. |
| Player Agency | The extent to which a player can influence the game world or narrative through their actions and decisions within the game's mechanics. |
| New Media Art | Art created with new media technologies, including digital art, computer graphics, computer animation, and virtual art, often exploring the cultural impact of these technologies. |
Active Learning Ideas
See all activitiesInquiry Circle: The User Journey
In small groups, students 'map out' the experience of an interactive work (like a game or a VR tour). They identify the 'choice points' where the audience gets to influence the story and discuss how those choices make the viewer feel.
Simulation Game: Paper Prototyping
Students design a 'non-linear' story on paper, using index cards to show different paths a viewer could take. They 'playtest' their story with a partner, who makes choices that lead to different endings.
Formal Debate: Are Games Art?
Students debate the artistic merit of video games. They must use specific criteria (like emotional impact, visual design, and narrative depth) and compare games to traditional art forms like film or opera.
Real-World Connections
Game designers at studios like Naughty Dog or Insomniac Games create interactive narratives and environments for blockbuster titles, directly applying principles of player agency and branching storylines.
Museums such as the Museum of Modern Art (MoMA) and the Tate Modern increasingly exhibit interactive installations and new media art, challenging traditional definitions of art and audience engagement.
VR experience developers for companies like Meta or Google create immersive environments for entertainment, education, and training, requiring artists to consider 360-degree design and user interaction.
Watch Out for These Misconceptions
Common MisconceptionNew media is just about the technology, not the art.
What to Teach Instead
Technology is just the medium; the art lies in the 'experience' the creator builds for the participant. Peer discussion of 'art games' (like 'Journey' or 'Gris') helps students see the emotional and aesthetic depth possible in digital spaces.
Common MisconceptionInteractive art is easier to make because the audience does the work.
What to Teach Instead
Interactive art is actually harder because the artist must account for many different audience behaviors. Paper prototyping helps students see the complex 'logic' and planning required to create a successful interactive experience.
Assessment Ideas
Facilitate a class debate using the prompt: 'Can a video game be considered a work of high art?' Students should cite specific examples of games and traditional art forms to support their arguments, addressing elements like narrative, aesthetics, and emotional impact.
Present students with short video clips or descriptions of three different interactive art pieces (e.g., a video game, a VR experience, an interactive installation). Ask them to write one sentence for each, identifying the primary way the audience is engaged and one potential challenge for the artist.
Students develop a one-page concept proposal for an interactive art piece. They exchange proposals with a partner. Each reviewer answers: 1. What is the core interactive mechanic? 2. How does it change the audience's role? 3. What is one suggestion for improving the concept?
Suggested Methodologies
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