Ian Bogost, he of the ever-progressive Persuasive Games, has an essay up on Edge Online (formerly Next-Gen) entitled “The End of Gamers”. Bogost proposes that the true hurdle preventing videogames from being broadly acknowledged as a mature medium is not that they are viewed as children’s toys or puerile entertainment but that they are not given a wide enough contextual berth.
Videogames suffer under the weight of many misconceptions. Some of these are all too familiar: questions about whether games promote violent action or whether they make us fat through inactivity.
One that some people have tried to overturn is the idea that games are only for entertainment. So-called “serious games” claim to offer an alternative: games that can be used for serious purposes like education, healthcare, or corporate training.
But games, like photography, like writing, like any medium, shouldn’t be shoehorned into one of two kinds of uses alone. Neither entertainment nor seriousness nor the two together should be a satisfactory account for what videogames are capable of. After all, we don’t distinguish between serious and entertainment books, or music, or photography, or film. Rather, we know intuitively that writing, sound, images, and moving images can all be put to many different uses.
Bogost goes on to cite numerous creations that use games as a model of experience beyond entertainment or raw utility, many of them popular titles played by a mass audience. He also doesn’t point the finger at any one party for being responsible for these misconceptions (though the title of the piece could be interpreted as an indictment of gaming’s rabid enthusiast base.) Gamers are resistant to game types that don’t suit their typically rigid palette and the mainstream is guilty of generalization.
What is implicit in Bogost’s piece is that viewing these opposing sides of gaming’s potential audience is as limiting their conception videogames’ purpose and function. In 2008, the videogames’ audience is becoming as rich and diverse as the games Bogost mentions. The gamer isn’t dying. The gamer is finally being born.
Read the whole essay here at Edge Online and then get a look at gaming’s exciting potential at Bogost’s Persuasive Games.