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.