Definition of Videogames: Contemporary Aesthetics
Definition of Videogames: Contemporary Aesthetics
Volume 6 (2008)
2008
Definition of Videogames
Grant Tavinor
Lincoln University, Canterbury, New Zealand, tavinorg@lincoln.ac.nz
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Definition of Videogames
Grant Tavinor
About CA
Abstract
Journal Can videogames be defined? The new field of games studies
has generated three somewhat competing models of
Contact CA videogaming that characterize games as new forms of gaming,
narratives, and interactive fictions. When treated as necessary
Links and sufficient condition definitions, however, each of the three
approaches fails to pick out all and only videogames. In this
Submissions paper I argue that looking more closely at the formal qualities
of definition helps to set out the range of definitional options
Search Journal open to the games theorist. A disjunctive definition of
Enter search terms videogaming seems the most appropriate of these definitional
options. The disjunctive definition I offer here is motivated by
Search the observation that there is more than one characteristic way
of being a videogame.
Site Map
1. Introduction
Publisher
Videogames are now the topic of the nascent interdisciplinary
Webmaster field of games studies. As it stands, the field is a clutter of
different ideas and methods with hardly any core agreement
among theorists about what they are studying or how to study
it. A number of competing theoretical models of games have
been offered, the three most prominent being the
narratological approach, the ludological approach, and games
being conceived as a new type of interactive fiction. Typically,
each of these theoretical positions proposes a feature to be
characteristic of videogames. Such claims are not always as
clear cut as we might expect of definitions because the
theoretical models offered in the games literature often exist in
hybrid forms, and difficult borderline cases are usually
acknowledged. Indeed, the participants of the debate do not
always see it as a definitional debate, in part, perhaps,
because much of this material is located in the domain of
critical theory where definitional exclusivity is not always seen
as a virtue. Games scholar James Newman, though, makes the
definitional nature of much of this theoretical literature
explicit.[1]
In the first part of this paper I will briefly run through the
current theoretical positions and the obvious problems they
face when treated as definitions in the classical mode. A point
of terminology has to be made at this initial stage.
Videogames are variously referred to as "computer games,"
"electronic games," and even "digital entertainments." These
terms cannot be taken to be strictly synonymous: "computer
game" is sometimes taken to refer to games on a personal
computer; "electronic game" might also refer to toys; while
"videogame" is sometimes used to refer exclusively to console
games such as those on the X-Box 360 or Playstation 3. I will
adopt "videogames" as the general term here because it is the
term that dominates current usage, and because it has the
virtue of referring to the visual aspect of games that seems
crucial to their definition. My purpose here is more than just
an attempt to provide a nominal definition of videogaming; it
is also explanatory, in that I intend to justify the extension of
the term.
The definition of art debate did not end with Weitz and the
other anti-essentialists.[29] Recent philosophers have been
keen to rehabilitate the essentialist program despite anti-
essentialism or perhaps, indeed, because of it. Some theorists
argue that the anti-essentialist arguments show only that
intrinsic properties-those perceptible of the artworks
themselves-cannot be used to define art, but that these are
not exhaustive of the properties one might pick out in a
definition. Counter to the intrinsic mode of definition to which
Weitz objected, a number of theories of art have arisen that
couch their definitions in terms of relational properties such as
"aesthetic function," "history," "institutional" or "social" role, or
a hybrid of these. These properties are not perceptible in the
artefacts themselves, but can only be discerned by
ascertaining how the artefact stands in relation to some other
thing, whether it is an aspect of our perceptual or affective
psychology, a previous artefact or historical lineage of
artefacts, or some social or institutional fact.
6. Potential Criticisms
Endnotes
[5] Juul, Jesper, Half Real: Video Games between Real Rules
and Fictional Worlds (Cambridge, MA: MIT Press, 2005).
Grant Tavinor
Lincoln University
tavinorg@lincoln.ac.nz