I have repeatedly heard it pointed out recently that talking about “video games,” even games in general (see Wittgenstein, Philosophical Investigations, Aphorism 66), is an oversimplification. Solitaire, football, and charades are all games. Likewise, the old Windows standard Minesweeper, the massively multiplayer online role-playing game EverQuest, and my own favorite game, the foot-controlled Dance Dance Revolution, are all known as “video games.”
To make sweeping statements like “video games encourage violence” or to ask questions like “are video games really motivational?” in light of this starts to seem clumsy. There have been plenty of voices calling for a more nuanced understanding of video games, and yet somehow the frame in which many discussions of video games begin is simplistic (even Roger felt compelled to begin the Princeton conference by acknowledging these oversimplifications, saying “we are not here to condemn games or to defend them, but to interpret them.”) I’ve been guilty of contributing to overgeneralization myself; I’ve been hyping a discussion of “video games” as such within the department without being more specific.
In the future I think we all need to acknowledge the diversity of computer-mediated games from the start, framing our discussions in terms of individual genres or even specific games. Do we mean shooters, card games, side-scrollers, simulations; handhelds, arcade consoles, or computer platforms? I’d hope this would open the door to discussing their more interesting elements rather than rehashing “violence” or “mindlessness” again and again.
So one possible task in my department would be to start talking about games by genre, and then more specifically categorizing them by design features to study how they interact with various cognitive and social abilities.