Using Serious Art Games to Promote the Circulation of Ideas
Embodied in Contemporary Aesthetics
Yuliia Kovalenko
1,2 a
, Ieva Gintere
1b
and Alvis Misjuns
1c
1
Institute of Social, Economic and Humanities Research, Vidzeme University of Applied Sciences,
Tērbatas iela 10, Valmiera LV-4202, Latvia
2
Kharkiv State Academy of Culture, Bursatskyi Descent 4, 61057 Kharkiv, Ukraine
Keywords: Serious Art Gaming, Contemporary Aesthetics, Film Narratives, Interactive Storytelling, Visual Novels.
Abstract: The study presents a prototype of the educational artistic virtual game CineGame Ukraine, designed to
improve skills in film narration and storyboarding. The project aims to adapt a digital learning environment
as a methodological model to deepen filmmakers’ visual cinematic thinking. The target audience for the
project includes film and audiovisual students. The educational game will be used as a representation of the
creative process for creating a cinematic narrative. However, the prototype is constructed as an open matrix
for other content, as well. It is being used as a medium to teach trends of aesthetics today (glitch, noise, and
others). The aim of the project is to develop digitization of cultural education and support serious art gaming
based on research of contemporary culture. The empirical testing of the project is still ongoing and will be
implemented following the studies of visitors’ experience in contemporary art museums that underline
communication between the users.
1 INTRODUCTION
The practical orientation of contemporary art and
education drives an intensifying trend towards the
interactive formats and comprehensive digitalization.
Digital platforms and virtual environments, with their
capacity to replicate real life and historical cultural
contexts, are increasingly relevant to the educational
process, making education more accessible and
integrated into daily life. The projects ArtSpace,
ImGame, and CineGame Ukraine are components of
a unified concept aimed at teaching contemporary
aesthetics through gaming experiences. Each project
serves a unique role and employs a distinct approach
to interactive learning, yet all converge in their shared
goal of fostering an understanding of modern
aesthetic and cultural concepts.
A theoretical model of a serious art game based
on research in contemporary aesthetics was created in
2018 at the Vidzeme University of Applied Sciences
and launched under the title of ArtSpace (Gintere,
Biters, 2021) by a humanities researcher and new
a
https://orcid.org/0000-0001-6694-8329
b
https://orcid.org/0000-0003-0203-3351
c
https://orcid.org/0009-0003-4841-9302
media artists, using the Unity development platform.
ArtSpace is being used as an educational tool to teach
trends of modern aesthetics. The game’s theoretical
model was further incorporated in the creative project
ImGame using the WebXR technology (Gintere et al.,
2024). Some Unity-based artworks were not possible
to implement in the WebXR environment, but the
game’s outline and main goal has remained the same.
ImGame is a virtual tool to learn about the cultural
context of immersiveness and its manifestation in
today’s art. Like ArtSpace, ImGame aims at fostering
the creativity of the users. The creative studio is one
of the important components of the game as it sums
up the overall activities of the player and allows one
to invest the tokens collected in the previous areas.
As a next step, in collaboration with Kharkiv State
Academy of Culture (Ukraine), the ArtSpace model
has been used in the CineGame Ukraine project, with
the aim of creating storyboards and training
filmmaking students in narrative construction.
The three gaming prototypes are being technically
created and elaborated by the team of researchers,
342
Kovalenko, Y., Gintere, I. and Misjuns, A.
Using Serious Art Games to Promote the Circulation of Ideas Embodied in Contemporary Aesthetics.
DOI: 10.5220/0013274800003932
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 342-348
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Copyright © 2025 by Paper published under CC license (CC BY-NC-ND 4.0)
artists, and students who have participated in the
games’ testing phase. The benefit provided by the
target audience is their interdisciplinary knowledge in
digital art and cultural studies. The other target
audience was creative engineering students who
participated in the creation of ImGame and learned
the use of WebXR and A-Frame. Thus, the project has
supported the STEAM educational approach that
incorporates arts into the more-familiar STEM model
(science, technology, engineering, mathematics).
The serious art gaming platforms mentioned
above are experimental to date. Empirical research
data in order to evaluate their educational impact are
yet to be collected and will be analyzed at a later stage
of the research process. The empirical testing has
been designed in accordance with the studies of
visitors’ experience in contemporary art museums.
They reveal that social encounters and
communication are key drivers to visit an exhibition,
especially among younger audiences (Tröndle &
Kirchberg, 2015). Taking these findings into account,
students will team up to visit the virtual exhibition
room in transnational visitor tandems, testing,
discussing and commenting on the exemplary gaming
operations in a dialogic situation.
2 ARTSPACE AND IMGAME:
TRENDS OF MODERN
AESTHETICS
ArtSpace (Gintere, 2020) is a new media environment
with elements of gaming that communicate stylistic
trends of contemporary gaming related to their
historical antecedents in the era of modernism. This
playful environment informs the user about the
conceptual context of stylistic trends such as glitch
and noise to mention a few. It invites the player to act
creatively in nine rooms of the environment, to
experience the styles and build one’s own artefacts.
2.1 Mechanics of ArtSpace
ArtSpace uses the first-person graphical perspective
and classical controls to move the player around. The
user can open the Graphical User Interface menu on
the screen, choose an object to work with and
manipulate it by using the tools of digital art. With
each new level the player earns new objects,
materials, and effects. In the edit mode, the player can
use multiple functions to change textures, location,
rotation, size of the object, and add effects such as
deformation and glitch (Figure 1).
Figure 1: ArtSpace, screenshot (Gintere, Biters, 2021).
Art Space is an ambient environment with
features of slow gaming. Many activities in the
environment require a lingering and reflective
attitude. One of the most important functions of this
environment is to let the user experience the aesthetic
peculiarities of styles. In this regard, speedy play
would not be a benefit. Yet gaming elements are
important to keep the interest of the user. For
instance, in the hack room, the user needs to act
proactively and build his/her virtual artwork in a
vertical dimension in order to leave the room and
enter the next level of the game.
The educational goal of Art Space has been
achieved by creating the Orbs of knowledge. These
are colorful and partly transparent spheres. The user
can enter the Orbs and find information about the
stylistics of each room that might be devoted to
kitsch/camp, photorealism and other trends. In the
Orbs, one finds the antecedents from the era of
modernism that illustrate the inherited features from
this paradigm.
Like the art games CineGame and ImGame,
ArtSpace is being used in the classrooms of colleges
and universities internationally for the purpose of
communication of modern aesthetic trends and the
ideas related to them. The virtual environments also
function as capacity building projects for the students
who learn basic coding and design principles and
have taken part in creation of these art games.
2.2 ImGame: The Feeling of
Immersiveness Today
The ImGame project (Misjuns, Cīrulis, 2024)
demonstrates an indirect mode of learning,
memorizing, and remembering specific aspects of an
immersive experience. The user of the game is
expected to be able to recall the immersive feeling’s
conceptual aspects. The game creators intend to
improve learning by contextualizing immersive
experience (Makransky et al., 2022) by
Using Serious Art Games to Promote the Circulation of Ideas Embodied in Contemporary Aesthetics
343
demonstrating the context of the immersiveness
tradition with its ideological background.
Users first enter the Introductory space where
they are exposed to historical aspects of
immersiveness such as Greek myths and the theory of
sublime by Immanuel Kant. Users can follow a
nonlinear path and study the available material at
their own pace. At the end of their tour, they are
invited to solve a puzzle (to choose between the
existing keywords, Figure 2) to progress to the next
space.
The next space is the Exhibition Hall (Figure 3)
where one finds recent artworks representing the
immersiveness feeling. The users are invited to
participate in a treasure-hunt game by searching the
virtual space to collect special tokens. These come in
shape and form as glitchy items similar to the
exhibited artworks and their details, and they are
necessary for the users to unlock creative tools in the
last space, the Studio.
The Studio space is where the users can create
their own objects by utilizing the game’s creative
engine following the example of ArtSpace. The more
treasure they have mustered, the more tools they can
use
.
Figure 2: ImGame, screenshot (Gintere et al., 2024).
Figure 3: ImGame, screenshot (Gintere et al., 2024).
3 CINEGAME UKRAINE: AN
EDUCATIONAL GAME FOR
THE FUTURE FILMMAKERS
Among other educational goals, gamification can be
effectively used in the development of storytelling
skills for future creators of film. Creating a film
narrative with the help of a digital game is an
experiment supposed to strengthen the filmmaker’s
abilities through emotional and psychological
immersion (Elmezeny, 2018) in the virtual game
space, making one’s narrative more expressive and
thus more influential on the viewer.
The effectiveness of integrating film narratives
into various educational practices is well established
(Fernandes, da Motta, 2019; Ceplitis, 2025), but the
involvement of filmmakers in innovative learning
methods related to narrative construction is often
overlooked. The serious art game CineGame is built
around developing a storyline for a future film and
creating a director’s vision in the form of a storyboard
for shooting
.
CineGame was created as a support mechanism
for Ukrainian contemporary culture and digital
education. The project is being implemented at
Vidzeme University of Applied Sciences in
cooperation with Kharkiv State Academy of Culture.
Its filmmaking students are the first target audience
of the project. CineGame is a stylistic voyage through
modern aesthetic trends. Just like ArtSpace and
ImGame, it teaches contemporary trends such as
generative art, naïve and glitch (see Figure 4 for the
glitch trend), and communicates Ukrainian and
Latvian artworks following these trends.
Figure 4: CineGame, screenshot (Gintere et al., 2025).
The starting point for CineGame is the machinima
technology, which involves real-time computer
graphics to create a visual film narrative (Lowood,
2011). This technology has evolved into a distinct
area of digital culture, reflecting significant aesthetic
concepts of contemporary art. The virtual
environment of CineGame addresses specific trends
in digital aesthetics, helping users to become more
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aware of this direction. Like the machinima
technology, this educational virtual environment
combines the cognitive process with media
production, forming a virtual film school where
students acquire both practical filmmaking skills and
analytical foundations in modern aesthetics and
narrative strategies (Lowood, 2011).
The concept of a virtual film school allows
bypassing costly technologies and equipment,
enabling film creation using only a game engine and
a computer, which is particularly valuable in the
educational process. This format presupposes
mastering of various aspects of the film production:
visual mise-en-scène, lighting setup, character
development, editing, frame composition, camera
placement, shot transitions, script creation, and more.
A key distinction of CineGame from machinima
is the initial absence of a predefined storyline in the
virtual environment. Instead, the player is tasked with
creating and presenting a narrative through directorial
storyboarding, while in machinima, the story is
embedded in the game, and the player’s task is to
create a finished animated film based on it. Both
approaches aim to develop skills in audiovisual
expression and
storyboarding, yet machinima lacks
the component of training in narrative strategies.
Another key reference in the CineGame project is
the Japanese visual novel genre, with its focus on
interactive storytelling, which has become essential
for an educational game in film narration. Unlike
machinima, a visual novel encourages the players to
be actively engaged in the narrative, allowing them to
influence its course. CineGame goes further by
challenging the player to create an original story
based on the suggested narrative models and eight
characters that the player selects independently.
3.1 CineGame User Experience
In CineGame, players interact with three narrative
models (linear, non-linear, and cyclic) to construct a
visual story for a future film. Players engage with
characters, objects, textures, and landscapes to create
storyboards. They can also manipulate characters and
settings to explore different narrative possibilities,
utilizing diverse lighting schemes, camera angles,
zooming techniques, compositions, and mise-en-
scène. The game’s adaptive mechanics allow players
to work at their own pace, fostering creativity and
skill development through hands-on experimentation.
The user has the option to take a camera shot with
desired angles and add a description to it to describe
the scene. After all camera shots are taken and
descriptions are written down, one can download the
storyboard as a pdf to represent the story. The game
is made in Unity 3D and the levels are designed in a
semi realistic, abstract way to match one of the three
art concepts.
The game is planned to be integrated into the
assessment process during the studies of
cinematography. The primary output of the game is a
storyboard or visual narrative created by the students,
which can be evaluated as part of their coursework.
This approach ensures that the game contributes to
measurable learning outcomes, such as the ability to
construct coherent, expressive visual narratives and
understand the application of narrative models in
film.
3.2 Visual Novel Principles and
Narrative Strategies of CineGame
Ukraine
Using visual novels in educational methodologies is
a widespread practice. By immersing students in an
interactive story, cognitive engagement and skill
acquisition are enhanced. A visual novel is a narrative
interactive game featuring static or animated graphics
and a “branching narrative” (Oygardslia, 2020). The
storytelling is generally presented in the first person,
with the player’s task being to select dialogue options
within a branching plot. Therefore, player agency in
a visual novel is relatively limited as the story unfolds
along predetermined paths. The key characteristics of
this genre include multiple storylines with variable
endings and detailed character development, making
it appealing in contrast to other games with simplified
plots and static character portrayals.
Visual novels’ narrative density, complexities,
and non-linear structure open possibilities for
employing storytelling frameworks across genres
such as dystopia, road movies, romance, and comedy.
These features also extend to the genre’s visual
elements of screen storytelling. The mechanics of
visual novels emphasize the player’s decisions
regarding the progression of the narrative. Among the
primary narrative types used in visual novels, the
linear structure is particularly advantageous for
educational contexts, as it provides a straightforward
sequence of events with controlled pacing and
narrative clarity. In contrast, non-linear storytelling in
visual novels allows for flexible scene arrangement,
offering players a more personalized plot
progression.
CineGame is oriented around three narrative
strategies inspired by the visual novel format: the
Linear Level corresponds to the linear narrative, the
Open Space Level aligns with the non-linear
Using Serious Art Games to Promote the Circulation of Ideas Embodied in Contemporary Aesthetics
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structure, and the Cyclic Level combines multiple
storylines, each stemming from the previous one. The
narrative structures of Ukrainian films from the past
decade serve as illustrative examples e.g., Brothers.
The Final Confession (2014), the romantic drama by
Viktoria Trofimenko, the black comedy war film
Donbass (2018) by Sergey Loznitsa, the apocalyptic
drama Atlantis by Valentyn Vasyanovych, the road
movie drama Homeward (2019) by Nariman Aliev,
and the comedy drama My thoughts Are Silent (2019)
by Antonio Lukich. Thus, the project provides
theoretical knowledge on narrative strategies and
introduces users to Ukrainian films.
The well-developed character system in visual
novels enables narratives to unfold through the
characters’ actions and decisions. The symbolic
elements of a character form a separate module,
allowing the player to interpret their hero based on
their own cultural context. Character traits serve as a
tool for creating an “empathetic connection” with the
player (Bruno, 2017).
Table 1: CineGame Ukraine narrative strategies.
Narrative model: Linear
Homeward (2019), road movie drama
by Nariman Aliev
Narrative model: Open Space
Atlantis (2019), apocalyptic drama
by Valentyn Vasyanovych Brothers.
The final confession (2014), romantic drama by
Viktoria Trofimenko
Narrative model: Cyclic
Donbass (2018), black comedy war film
by Sergey Loznitsa
My thoughts are silent (2019), comedy drama
by Antonio Lukich
3.3 National Archetypes as the
Character Database
The character imagery elements in CineGame form a
distinct block, based on which the player interprets
their protagonist according to one’s personal
preferences and values. The character database is a
modular system of elements such as physical
attributes, typical personality traits, clothing style,
manners, which can be modified based on the
preferences of the user. The ability to combine these
characteristics grants the players a certain freedom in
constructing unique characters with a relative degree
1
Moe is a Japanese term used to describe feelings of
warmth, affection, or protectiveness towards fictional
characters. It is commonly associated with characters
of individuality. The database comprises Ukrainian
archetypes, which have been formed within
Ukrainian culture and represent generalized heroic
images from mythology and literature. The characters
function as tools of empathetic connection with the
player, focused within the concept of moe (Galbraith,
2009)
1
.
The game offers four male and four female
figures: Rusyn, Varangian, Jesuit, and Turk for males,
and Mavka, Kaidashykha, Pannochka, and Solokha
for females. While the female characters are of
literary origin, the male characters represent various
cultural types. Thus, these characters reflect common
traits with broader cultural archetypes, making the
educational environment universal and aligned with
shared human aesthetic and cultural expectations.
Rusyn embodies the collective image of a prince-
hetman a social leader and tradition bearer;
Varangian, a defender-artisan; Jesuit, an inventor-
scholar; Turk, a merchant-communicator. Mavka
personifies the essence of nature, creativity and an
associative, image-based perception of the world.
Kaidashykha embodies the traits and destiny of a
mother-guardian, Pannochka symbolizes progress,
change, and reform. Solokha represents knowledge
and empathy.
The database of Ukrainian archetypes within
CineGame provides opportunities to engage with
cultural and historical contexts through recognizable
narratives and universal images. Additionally, the
focus on universal archetypal symbols facilitates
cultural dialogue and fosters understanding of foreign
cultural contexts.
The database of moe-elements shifts the
principles of modern narrative towards combining
character elements instead of a linear storytelling,
enabling continuous reinterpretation and analysis of
narratives (Azuma, 2009). Storytelling becomes less
linear and predictable. In this way, narrative functions
as a set of scenes, interconnected choices, and
development paths, prompting the players to
construct their own story.
The male characters Rusyn, Varangian, Jesuit,
and Turk are inspired by Ukrainian archetypes but
represent heirs of diverse cultures and nationalities,
as evidenced by their names. Therefore, they can also
embody different gender identities. The female
characters Mavka, Kaidashykha, Solokha, and
Pannochka are more socially and psychologically
rooted in Ukrainian archetypes, inspired by literary
works and mythology. The characters in the game are
who possess traits like innocence, cuteness, or
vulnerability.
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Table 2: Character database in CineGame.
Character Characteristics Association
Rusyn noble, strong in
spirit, leading,
wise
service,
spirituality, ritual,
collective
Varangian courageous, brave,
skillful, reliable
protection, action,
mastery, hierarchy
Turk clever,
resourceful,
flexible,
successful
winning,
communication,
ingenuity,
negotiations
Jesuit erudite, learned,
educated, logical
knowledge,
intelligence,
expertise,
rationality
Mavka sophisticated,
painfully
sensitive,
imaginative,
dream
y
nature, chthonic,
feeling, creativity
Kaidashikha sensual, practical,
responsible,
devoted
family, love,
sacrifice,
economy
Solokha sociable,
possessor of
knowledge,
confident,
intuitive
esotericism,
exosphere,
otherworldliness,
personality
Pannochka aristocratic, social,
attractive, daring
experiment,
innovation,
beauty, progress
not assigned specific gender identities but rather are
defined by their connections to cultural traditions.
Moreover, the players have the option to customize
the characters. This approach provides flexibility and
inclusivity, enabling the users to create characters that
resonate with their own cultural and personal
perspectives.
4 CONCLUSIONS
The CineGame project offers a study of narrative
structures and modern film genres through one’s own
gaming experience of immersive storytelling. It is
expected to improve the cinematographic education
based on modern educational technologies.
For further work, the authors are planning to
enrich the serious art gaming field by creating related
prototypes of virtual learning
environments. These
are intended to be focused on the topical trends of
contemporary aesthetics in gaming such as camp or
whimsicality, to communicate ideas related to each of
them and thus help the researchers engage more
broadly with students while teaching contemporary
culture. For instance, camp is related to the feeling of
uncanniness and weirdness in certain groups of
society and is being actively discussed in order to be
accepted and gain a better public understanding.
These socially important topics are envisioned to be
communicated in relation to aesthetic trends and their
conceptual background.
Branching narratives with multiple event
development paths and non-linear structures in
CineGame are expected to help students construct
individualized narratives. Focusing on the visual
elements of an audiovisual work helps eliminate an
overemphasis on verbal storytelling, liberating the
screen image from literary foundations.
Storyboarding, as the primary goal of the gameplay,
trains students to visually organize a scene, enabling
thorough preparation for filming. Scene and dialogue
transitions offer a sense of narrative pacing, making
the plot more dynamic and editing transitions
smoother. Finally, the openness of visual novels to
narrative experimentation provides a safe
environment for testing and modelling film stories.
ACKNOWLEDGMENTS
Dr. Yuliia Kovalenko, the leading author of the
article, has received funding through the
MSCA4Ukraine project “CineGame Ukraine: a
contemporary Ukrainian research-based digital art
game for developing narrative skills and cinema
literacy” No. 1233058 as a part of the European
Commission’s Marie Skłodowska-Curie Actions,
funded by the European Union.
It has been implemented as a continuation and in
synergy with the projects ArtSpace (Leveraging ICT
product innovations by enhancing codes of modern
art, European Regional Development Fund’s project
No. 1.1.1.2/VIAA/1/16/106) and ImGame (An
Innovative Digital Environment Based on Research
with Elements of Immersive Aesthetics and Serious
Gaming, EU Creative Europes project No.
101054570).
Many thanks to Mr. Wayne Chislett for his kind
support and proofreading.
Views and opinions expressed are those of the
authors only and do not necessarily reflect those of
the European Union. Neither the European Union nor
the MSCA4Ukraine Consortium as a whole nor any
individual member institutions of the
MSCA4Ukraine Consortium can be held responsible
for them.
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