Can games be about something more than entertainment? Like books and films, games engage our minds and emotions about particular topics. But unlike books that tell us a tale or films that show us a story, games invite us to overhear and interact with their narratives.
By Andy Robertson
New art forms are polarizing. We love or hate Damien Hirst’s formaldehyde animals or Tracey Emin’s unmade bed but roundly understand that avant garde art has value, the artist trying to challenge us and make us think something.
Video games draw similar fire. Detractors hem and haw that they’re all about shooting guns and wasting time, and worry about the harm they may be doing that we haven’t identified yet. Supporters congregate into defensive groups, highlighting not only their entertainment and relaxation value, but touting that they have educational and self-improvement benefits too.
Having spoken about the meaning of video games at TEDxExeter, I read the recent TED Blog posts “10 online games with a social purpose” and “7 talks on the benefits of gaming” with great interest. However, even with all the talks available, the posts still focused on justifying games…
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