C. Thi Nguyen, "Games: Agency as Art" (Oxford UP, 2020)
Oct 4, 2022
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C. Thi Nguyen, expert in games and agency as art, discusses the unique value of games as an art form. He explores the motivational structure of playing games and how they allow us to experience the beauty of struggle. Nguyen also highlights games as a technology for communicating and transmitting forms of agency. The podcast delves into the intersection of games and aesthetics, the role of framing in game design, and the tension between transparency and trust in expertise. It concludes with a discussion on the tension between metrics and expertise in personal and public life.
Games offer a unique form of agency and motivation, allowing players to engage in both achievement play and striving play.
Games act as a medium for communicating forms of agency, providing players with the opportunity to explore different mindsets and practical styles.
Games can contribute to personal growth by allowing players to reflect on their own values and consider the impact of external value systems.
Deep dives
The Unique Features of Games
Games offer a distinct form of agency and motivation, allowing players to engage in both achievement play (focused on winning) and striving play (invested in the struggle itself). The value of games lies in their ability to provide aesthetic experiences and convey alternate forms of agency. By adopting point systems and immersing themselves in the struggle, players can explore rich and subtle values. However, there is a danger of gamification and value capture, where individuals become fixated on simplified and quantified goals, leading to the erosion of personal values and the outsourcing of values to external systems.
The Definition and Medium of Games
Games, as defined by Bernard Suits, involve voluntarily taking on unnecessary obstacles to engage in the struggle of overcoming them. The point system of games sets the motivations and constraints for players, making them unique as a medium for communicating forms of agency. Games, particularly those focused on aesthetic striving, offer players an opportunity to experience and explore different mindsets and practical styles. The artistic value of games arises from the struggle itself, with aesthetic qualities emerging in players' actions and interactions.
Ethical Benefits of Games
Games provide an avenue for experiencing and learning different forms of agency, expanding understanding and contributing to personal growth. The clear values and structured experiences in games allow players to reflect on their own values and consider the impact of external value systems. Games offer a balance between freedom and stability, fostering reflection on the worthiness of point systems and their relation to individual values.
Ethical Dangers of Games
The primary ethical concern with games lies in the potential for gamification and value capture, where individuals become fixated on external point systems, such as grades or social media metrics. This outsourcing of values can lead to a narrowing of personal values and a loss of freedom. Games themselves do not produce violent behavior, but they can create a desire for clear and quantified values in the real world, potentially compromising personal agency and shifting focus towards external metrics.
The Problem with Gamification and External Metrics
The pervasive use of gamification and external metrics in areas such as education, social media, and professional settings raises concerns about value capture. By adhering to simplified and quantified measurements, individuals may forego nuanced values and rely on external systems to define success. Transparency obligations and the demands of publicity can clash with the expertise and sensitivities of marginalized groups, leading to tension between collective and individual values.
Games are a unique art form. Games work in the medium of agency. Game designers tell us who to be and what to care about during the game. Game designers sculpt alternate agencies, and game players submerge themselves in those alternate agencies. Thus, the fact that we play games demonstrates the fluidity of our own agency. We can throw ourselves, for a little while, into a different and temporary motivations.
This volume presents a new theory of games which insists on their unique value. In Games: Agency as Art (Oxford UP, 2020), C. Thi Nguyen argues that games are an integral part our systems of communication and our art. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. When we play games, we can pursue a goal, not for its own value, but for the value of the struggle. Thus, playing games involves a motivational inversion from normal life. We adopt an interest in winning temporarily, so we can experience the beauty of the struggle. Games offer us a temporary experience of life under utterly clear values, in a world engineered to fit to our abilities and goals.
Games also let us to experience forms of agency we might never have developed on our own. Games, it turns out, are a special technique for communication. They are a technology that lets us record and transmit forms of agency. Our games form a "library of agency" and we can explore that library to develop our autonomy. Games use temporary restrictions to force us into new postures of agency.
Adam Bobeck is a PhD candidate in Cultural Anthropology at the University of Leipzig. His PhD is entitled “Object-Oriented Azadari: Shi’i Muslim Rituals and Ontology”.For more about his work, see www.adambobeck.com.