Video Games as Models of Complex Systems


By Xardox at en.wikipedia (Transferred from en.wikipedia) [GPL (http://www.gnu.org/licenses/gpl.html) or Public domain], via Wikimedia Commons
There’s another way to think about games. What if games’ role in representation and identity lies not in offering familiar characters for us to embody, but in helping wrest us from the temptation of personal identification entirely? What if the real fight against monocultural bias and blinkeredness does not involve the accelerated indulgence of identification, but the abdication of our own selfish, individual desires in the interest of participating in systems larger than ourselves? What if the thing games most have to show us is the higher-order domains to which we might belong, including families, neighborhoods, cities, nations, social systems, and even formal structures and patterns? What if replacing militarized male brutes with everyone’s favorite alternative identity just results in Balkanization rather than inclusion?

–“Video Games Are Better Without Characters” by Ian Bogost on The Atlantic

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