ENG 730: Player Experience, Identification, and Identity

I feel that Roger Caillois, in some ways, offers a helpful rejoinder to some questions (or critiques) to Huizinga from last class through his focus on “games.” While Huizinga seemed more concerned with a broader concept of play, Caillois seemed to take a more more grounded approach. As Caillois says early on, “[Huizinga’s] work is not a study of games, but an inquiry into the creative quality of the play principle in the domain of culture” (4).

In particular, I thought Caillois taxonomy of games proved helpful, particularly as it further acknowledged the hybrid mixes that could take place within the terms. As he lays them out: “I am proposing a division into four main rubrics, depending upon whether, in the games under consideration, the role of competition, chance, simulation, or vertigo is dominant. I call these agon, alea, mimicry, and ilinx, respectively” (12). To this “rubric” he adds a further axis between the more open play of paidia (a tem Huizinga also takes up in tension with agôn) and the more structured ludus.

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Empathy and Videogames

Most of us, at least in Europe and the UK, remember debates around violence in videogames. School shootings, muggings, general deviance. Like the satirical meme Angry German Kid tries to make fun of, some circles see gamers as crazed keyboard-pounding, gun-hoarding loners.

While studies have complicated this question, videogames have grown regardless of an answer. They surpassed DVD, music, and cinema sales in the UK in 2008 and boast massive opening sales, as with Grand Theft Auto V.

In an academic context, media and literacy scholars like Ian Bogost and James Paul Gee discuss videogames as learning tools and media interfaces. And the folks at PBS have an informative and engaging YouTube channel for game studies.

With videogames growing as a medium, questions like violence, literacy, or ideology become more important.

Lately, I’ve had empathy on the brain as I research for final papers that center on the topic. I’ve also been playing videogames. In particular, I recently got a game called This War of Mine, where you play a noncombatant in a war zone, trying to survive amid the strife.

Concept art from This War of Mine [Image courtesy of craveonline]
Concept art from This War of Mine [Image courtesy of craveonline]

With a catchphrase, “In war, not everyone is a soldier,” the game offers a potent dose of empathy. In fact, for me, it turns the violence debate on its head: how can videogames build empathy?

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