FREEDOM | OPPRESSION | GAMES & PLAY Editors: Nikolaus Koenig, Natalie Denk, Alexander Pfeiffer, Thomas Wernbacher, Simon Wimmer © 2023 This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. (https://creativecommons.org/licenses/by-nc/4.0/) Editors: Nikolaus Koenig, Natalie Denk, Alexander Pfeiffer, Thomas Wernbacher, Simon Wimmer Cover, Illustrations: Constantin Kraus Publisher: University of Krems Press Print: tredition GmbH, Halenreie 40-44, 22359 Hamburg ISBN Paperback: 978-3-903470-07-1 ISBN e-Book: 978-3-903470-08-8 DOI: https://doi.org/10.48341/TTMB-RZ82 Contact: Center for Applied Game Studies Department for Arts and Cultural Studies University for Continuing Education Krems www.donau-uni.ac.at/ags ags@donau-uni.ac.at Produced with the financial support of the Federal Chancellery of Austria https://doi.org/10.48341/TTMB-RZ82 http://www.donau-uni.ac.at/ags mailto:ags@donau-uni.ac.at https://creativecommons.org/licenses/by-nc/4.0/ CONTENTS INTRODUCTION ....................................................... 7 SECTION I HOW FREEDOM AND OPPRESSION ARE PART OF PLAYING & CREATING GAMES ............................................................. 16 Xavier Aranda Between Agency and the Normative Space ............................ 17 Paula Goerke (Un)Restricted Play ............................................... 37 Wolfgang Hochleitner, Jeremiah Diephuis, Anke Schneider, Julia Himmelsbach Designing Game-based Moral Courage ................................ 61 Harald Koberg For Play’s Sake ................................................... 83 Ralph J. Möller Endangered Species ................................................ 99 Juan Carlos Ponce Reyes Agency and Codephagy in Mexican Video Games ...................... 115 Felix Schniz, Christoph Kaindel A Walk in the Park? .............................................. 133 Michaela Wawra, Alexander Pfeiffer The Freedom of Choice ............................................ 161 SECTION II HOW REPRESENTATIONS OF FREEDOM AND OPPRESSION CAN FUEL EDUCATIONAL EFFORTS AND SOCIAL DISCOURSE ........................ 171 Kübra Aksay Work, Play, Escape ............................................... 173 Alon Kfir, Rebekah Tumasus Further Discussion on Companion NPC Design ....................... 185 James Baillie From Vardzia to Val Royeaux ...................................... 207 Sonja Gabriel Teaching Ethical Decision Taking with Serious Games .............. 233 Katrina HB Keefer Freedom and Slavery .............................................. 255 Gunnar Gräsbeck, Swen Koerner, Mario Staller Nonlinear Pedagogy in Olympic Fencing ............................ 281 Swen Körner, Mario s. Staller The Violence of Violence ......................................... 297 F. S. Schönberg All Work and No Play ............................................. 311 Stephanie Wössner Let’s Play for a Better Future ................................... 323 SECTION III HOW PEOPLE ARE OPPRESSED THROUGH GAMES, OR IN THE WORLD OF GAMING ........................................................ 347 Daria Balakina, Alesha Serada Escaping the Vicious Circle in Women’s CS:GO Scene ............... 349 Nils Bühler Taking it Public ................................................. 375 Ricarda Goetz-Preisner A short Story of the last seven Years of Oppressive Mechanisms for Women in Game Development Culture ................................ 391 Rudolf Inderst A Certain Kind of ‘Freedom’ ...................................... 401 Hossein Mohammadzade, Atefe Najjar Mansoor Democracy or “Tyranny by Morons”? ................................ 411 Lulamile Mohapi Video Games and the New Apartheid ................................ 429 Nikita Stulikov Is there a Rise of Totalitarian Propaganda in Russian Game Culture? ................................................................. 449 INTRODUCTION 9 File #0 Title: Introduction Subtitle: - Author(s): Nikolaus Koenig, Natalie Denk, Alexander Pfeiffer, Thomas Wernbacher, Simon Wimmer As conflicts between liberal democracies and authoritarian regimes rampage throughout Europe and across the world, we are once again reminded that the opposition between Freedom and Oppression rests firmly at the center of any conceivable human struggle: the inner struggles that tear us between our desires and anxieties, our hopes and limitations; the struggles in our relationships to others, where we are torn between commitment and intuition, between hedonism and responsibility; and finally, the struggle between communities, nations, and ideologies, the struggles of class, gender, race, tearing us apart between different ways of thinking, of living, of loving. The questions are always the same: how much freedom do we need? How much oppression can we bear? Can we resist the urge to oppress? How much freedom do we grant others? And how much freedom can we bear ourselves? Freedom and oppression are determining factors of the human condition, but they are not simple opposites. They form a dialectic relationship, in which one cannot exist without the other. Freedom is an ephemeral state that we can hardly grasp when we experience it in full, but even the slightest threat of oppression can make it almost physically tangible; freedom begins to shine once it contrasts against oppressive forces. At the same time, oppression becomes the most effective not when it is absolute, but when it gives a certain, calculated amount of leeway to the oppressed. These are the insidious mechanisms of oppressive regimes, but they also lead us right into the realm of Games & Play, where the mutual facilitation of freedom and oppression is a driving force of the medium and its experiential capabilities: the art of game design rests on the designers’ FREEDOM | OPPRESSION | GAMES & PLAY 10 capability to limit player actions in such a way that the experience of those freedoms still available is maximized; and from the players’ perspective, playing a game does not simply mean to be free, but to struggle for freedom against constant attempts to oppress it. In most cases, this is a benevolent oppression, aimed at enabling enjoyment, insight or even empowerment through play. But the calculated freedom of play can also make us oblivious to the persuasive power of the game’s rules and can even serve to oppress our critical capacities in order to impose questionable ideologies on us: just as oppression can sometimes urge us to strive for freedom with even more dedication, the promise of freedom can make us submit into oppression and deceit even more willingly. This carries over into all those areas which have the air of playful freedom about them, and which are therefore all the more in danger of being governed by oppression: we look behind the curtains of the gaming industry, and instead of playful creativity and artistic freedom, we often find inequality and exploitation; we turn to gaming cultures, and instead of liberating play and community spirit, we often encounter sexism, peer-pressure and hate-speech; and even in academia, a domain very particularly associated with “freedom”, the supplement “games-” makes it significantly harder to criticize the oppressive elements inherent to the system. After all, how serious can oppression mechanisms be if they evolve around a free activity such as play? This difficult relationship between freedom and oppression, games & play, gains yet another dimension in the pedagogical context. Not unsimilar to game designers, we expect educators to take a role of benevolent guides, who temporarily steer those entrusted to them in certain directions, but with the aim to help them define and reach their own goals in the end. But this relationship can take a darker turn when these goals are already predetermined by hidden interests, secretly pushed on students by a corrupted pedagogical process, unbeknownst not only to them, but often even to the educators themselves? And what could better conceal these interests than the seemingly inconspicuous and freedom-promising act of play? INTRODUCTION 11 It almost seems as if freedom and oppression were so tightly interwoven that any step towards one will also bring us closer to the other. And so we might think that it might not even be worth the effort to strive for freedom when oppression follows so closely on its heels. And even worse, play and games cannot only give us a motivating taste of freedom, but might make us overlook or disregard existing oppression just as easily. But as freedom and oppression intersect with matters of Games & Play on so many levels – theoretically, creatively, academically, and performatively – there is a powerful twist that should keep us from despair: as game scholars, creators, enthusiasts and activists, we are true experts on the complex relationship between freedom and oppression. What do we make of it? Can we expand our knowledge of play and games to uncover new aspects of freedom and oppression in the real world, to understand how to achieve one and avoid the other? Do we look ever more closely into the oppression mechanisms in our own turf by studying oppressions and injustices in the games industry, in gaming cultures, in academia, how they leech on the idea of freedom, and how true freedom can be won back? Are we creating games to promote freedom, to sharpen the senses for oppression, and to unravel the complex and deceptive relationship between both? The 16th Vienna Games Conference “Future and Reality of Gaming” (FROG) 2022 – hosted by the University of Krems’ Center for Applied Game Studies in cooperation with the Austrian Federal Chancellery – has brought together game scholars, creators, educators and activists to reflect on the often complex relationships between freedom, oppression, games & play. During the resulting discussions, three distinct basic areas of investigation have emerged, which also inform the structure of this anthology. 1. The first section revolves around the idea that matters of freedom and oppression always play into the act of playing a game, as well as into the process of making games. In other words, it explores players’ and designers’ experiences of freedom and oppression. FREEDOM | OPPRESSION | GAMES & PLAY 12 Shifting the analogy of “language as a game” to “games as language”, XAVIER ARANDA ARREDONDO delves into a philosophical investigation of agency and norms that aims to touch on the very foundations of our field; PAULA GOERKE takes an interest in game designers’ awareness of their own power, as they set limitations in their in their games that also perpetuate real life restrictions – and in the potential of games to work against these real-life boundaries; WOLFGANG HOCHLEITNER, JEREMIAH DIEPHUIS, ANKE SCHNEIDER, JULIA HIMMELSBACH and DAVID SELLITSCH present a design approach that focuses on “moral courage” as a game mechanic, and discuss the challenges of balancing out the limitations of social impact games with players’ expectation of agency; this is taken to a more general level by by HARALD KOBERG’s argument that play, while usually considered free and voluntary, is indeed forced upon us by coercive demands – but there might still be a (Brechtian-informed) way to break free of these demands. The corporate grip on modern media franchises and the strict limitations it imposes on otherwise great creative potentials is the focus of RALPH J. MOELLER’s contribution; JUAN CARLOS PONCE REYES uses four case studies to discuss different forms of agency, and relates them to the idea of codephagy – the mutual “devouring” of cultural codes; FELIX SCHNIZ and CHRISTOPH KAINDEL present a game based on landscape gardening, and examine how freedom and constraint play into as a design principle, from both the players’ and designers’ perspective; and MICHAELA WAWRA and ALEXANDER PFEIFFER present a literature review on lootboxes, in preparation of a closer examination of players’ freedom of choice in regard to financial investments in games. 2. The second section deals with representations of oppression in games, and how they can be used in educational context, or as contributions to critical social discourse? This section starts off with KÜBRA AKSAY‘s discussion of games about tedious office work, which shows how even play experiences based on oppressive bureaucracies in dystopian environments can be engaging and even joyful, while at the same time making clear statements about freedom and oppression; ALON KFIR and REBEKAH TUMASUS focus on narrative hierarchies and ludic affordances underlying the relation between player characters and NPCs, and specifically the INTRODUCTION 13 power (im)balance between players and their companion characters, and use case studies to examine the “Ludo- Narrative Co-Evolution” that marks possible changes of this relationship; JAMES BAILLIE takes a close look into history to show us how the imaginations about the oppressive dark ages that fuel many historic and fantasy games have little to do with actual medieval societies – and how this misconception makes us miss out on some great games; SONJA GABRIEL examines possible connections between digital games and ethical thinking – the former providing safe spaces to explore and consider complex ethical dilemmas, the latter being a potential safeguard against oppressive tendencies in politics and society; KATRINA HB KEEFER discusses the challenges of creating a game about the trans-Atlantic slave-trade in the 18th century – and the ethical considerations that limit the freedoms of game designers when they approach complex heritages that carry matters of trauma and responsibility until today; GUNNAR GRAESBECK, SWEN KOERNER and MARIO S. STALLER examine how video games can make the holistic teaching approach of “Nonlinear Pedagogy” available to the world of fencing, before Swen Körner joins forces with Mario S. Staller to trace a pedagogical potential of violence in videogames, as an instance that triggers reflections on the meaning of violence, and the conditions under which players are encouraged to ask why, rather than how, violence is used in specific situations; With her concept of “imposed bleed”, FIONA SPENCER SCHOENBERG proposes a way to make systemic oppression tangible in games – and uses a case study to show how this may contradict expectations of play, but can in exchange provide a deeper understanding of human experiences that is valuable on a very different level; and finally, drawing on practical examples, STEPHANIE WOESSNER explores the potential of game-based, future-oriented learning to promote freedom, tolerance, and democratic principles as means to meet the challenges of our time. 3. The third and final section puts the focus on how people are oppressed either with the help of games, or in the world of gaming. FREEDOM | OPPRESSION | GAMES & PLAY 14 Here, DARIA BALAKINA and ALESHA SERADA show how the Esports sector – in spite of proclamations to the contrary – still presents significant barriers for women striving to become Esports professionals; NILS BUEHLER discusses the oppressive dimension of game regulations, as well as their ability to facilitate a kind of freedom on another level; and, taking #GamerGate as a starting point, RICARDA GOETZ-PREISNER makes oppression mechanisms geared toward women in the world of game development tangible, while also considering the preconditions for a more inclusive future; RUDOLF INDERST argues that, at least in Germany, game studies are still in a “liminal state”, which can on the one hand foster academic freedom, but at the same time poses its own limitations on game scholars; Distinguishing between obvious and subtle forms of political oppression, HOSSEIN MOHAMMADZADE and ATEFE NAJJAR MANSOOR take a close look on how video games can either criticize or promote oppressive ideas; LULAMILE MOHAPI applies South African protest-dance (toyi-toyi) to video game design, and discusses the potential of such games to serve as tools against the “New Apartheid”; and NIKITA STULIKOV investigates how the Russian game industry and game culture might have become entangled with propagandistic efforts during Russia’s shift from authoritarian to totalitarian politics. Please note that – in accordance with the publications theme – the authors were free to use whatever citation style they chose for their papers; the unusual variety in this regard is not due to an accidental lack of editorial oppression, but to a dedication to freedom in every way possible. Also, talking about possibilities – we would like to express our heartfelt thanks to all the amazing contributors who – as speakers, authors, and reviewers - have made the conference and this publication possible and satisfying. Our special thanks, as always, go to Herbert Rosenstingl, whose patronage has once again given us the freedom to bring together colleagues from all over the world, to explore new and exciting ideas, and to let the FROG community grow yet another bit further. And it is this community that we want to thank above all else: it is your commitment over the years and across all distances that keeps us going, and the inclusive and INTRODUCTION 15 affectionate environment that you create ensures that even during the most heated debates, no opinions are oppressed, and every thought can be expressed freely. This is truly appreciated. SECTION I HOW FREEDOM AND OPPRESSION ARE PART OF PLAYING & CREATING GAMES 17 File #1 Title: Between Agency and the Normative Space Subtitle: Game as a Constitutive Unit of Meaning Author(s): Xavier Aranda The following paper will provide an attempt to philosophically ground the study of games, finding the conditions for a general concept of ‘game’, where such conditions must be able: 1) to delimit what a game is (distinct from another while preserving the same universal features), 2) to provide a demarcative notion (which defines what a game is but also what a game isn’t), and 3) to explain how a game can be constitutive of meaning (that is a kind of content), such that can be subject of analysis independently of an specific context (whilst always presupposing a context that is). The current approach to this philosophical grounding will take inspiration from contemporary epistemology, and philosophy of mind and language. Starting from the analogy of ‘language as a game’ I’ll provide an argument to reverse it so there’s a way to understand ‘game as a language’ and apply several philosophical concepts valid to language analysis. Therefore, my aim is to show that to ground the notion of game, and by extension a general study of games, there is no possible a priori starting point, so a holistic non- reductive approach is a requiremente as well. I’ll show this by underlining the obstacles of choosing an a priori starting point (focused on norms or agency), proposing to understand the constitutive relation between rules and agents as immanent. Keywords: Philosophy, Philosophy of Language, Freedom, Agency, Normativism ----- FREEDOM | OPPRESSION | GAMES & PLAY 18 1. GROUNDING THE STUDY OF GAMES: A PHILOSOPHICAL JUSTIFICATION In the context of multidisciplinary studies the idea of ‘grounding’ might suggest a stubborn pursuit that leads to a kind of reductionism (the idea that a less objective discipline can be simplified, reduced or explained by a more objective discipline therefore giving it the status of secondary, or epistemologically dependent), or a position contrary to epistemological pluralism (the idea that there are several valuable ways of knowing that which be complementary and enriching, contrary to the idea that there is only one type of objective knowledge, i. e. scientific knowledge). Grounding a discipline in the philosophical sense of this proposed task, implies to determine more clearly its object of study to show the possible performance of its theoretical activity, as well as its possible results. To ground ‘game’ as a concept that provides us with a type of novel and interesting analysis implies a serious interest in game studies, but not a displacement or theoretical imposition of a predominantly philosophical perspective. This idea is not in conflict with the plurality of multidisciplinary backgrounds of game studies, though it does raise the need for a ‘general theory of games’ (GTG as I will refer to it onwards) as a general approach to the concept of game, but placed a posteriori, that is, in a way that the alleged GTG presupposes game studies as pre-existing and without disrupting them1, interested first in the notion of game itself and in the manifestations and implications of games later. In the previous sense, it is crucial to understand the game as a unit of conceptual analysis, to delimit it so that its 1 This approach to ‘grounding’ has its inspiration in Hegel’s speculative philosophy. Hegel’s understanding of ground represents an alternative to a traditional grounding approach (a priori and metaphysically necessary, in Hegel Werke, Bd. 6 L II, 80-81), which I believe is crucial to overcome some of the more serious difficulties of the present work exposed at the end of section 4 (as the problem of chosing either having norms or content as methaphysically prior). Due the difficulty of Hegel’s works it’s necessary to point out that this interpretation relies in a ‘revised’ or ‘contemporary’ metaphysical interpretation of his philosophy (Houlgate 2005, Stern 2002, and Westhpal 2003, among others). BETWEEN AGENCY AND THE NORMATIVE SPACE 19 study provides us with different results from what the mere application of tools from other disciplines can produce and that may well dilute the concept of game or sucit it to a reduction, this, so the future application of interdisciplinary tools enriches the analysis and does not turn it into a derivative or non-novel result (this is a purely theoretical or philosophical enterprise at its core). For the precise reason this grounding attempt is a predominant philosophical effort since the philosophical questions that arise within every discipline lead to a ‘philosophy of’ and not to a reduction of these theories by revealing themselves as epistemologically dependent on philosophy. At the same time, philosophy has the freedom to relate various fields of study, streams of thought, and theories, without diluting the critical and necessary questioning of the problems it confronts. From this perspective I’d like to emphasize that a GTG interested in a general notion of game which links all the manifestations of play under a concept with demarcative performance (a concept that can explain what a game is but also what a game isn’t), can bring new light to the way in which other related concepts are assumed in all the possible approaches within game studies. This drives the question to what is the purpose of understanding the concept of game as a constitutive unit of meaning? Since our interest lies in understanding games, finding a general definition (and not only assuming that all types of games are so because of a contextual classification system) would allow this general stance to link all the different manifestations of ‘play’ (that I propose to take only initially as the development of a game from the point of view of an agent), while granting a conceptual delimitation necessary to give a direct account of the game phenomenon and not only presuppose its nature as that of a diffuse entity which possibly cuts through all facets of human activity. However, before acting on such a philosophical undertaking, it is necessary to clarify what kind of performance a GTG would seek to obtain from a definition of game, that is, what kind of results it would expect to obtain from that analysis. On the one hand, it can take inspiration from the common goal of an aesthetics of game, application of narrative studies, semiotics, anthropology, sociology and FREEDOM | OPPRESSION | GAMES & PLAY 20 even psychology of games (among many other possible approaches), which together show a reflective purpose (although not exclusively) in their examination: to understand the nature of game, relevance, and other implications in their respective fields. On the other hand, it could take inspiration from approaches focused on the study of game as an analysis on rational decision making, such as game theory in mathematics, where the driving ambition would be predictive. Contemporary philosophy has made several contributions to the study of language and mind, and important developments such as Wittgenstein’s (2003) stance on language and the constitution of meaning rely in the use of ‘game’ as a deliberately open metaphor emphasizing the pragmatic nature of how speakers relate to language as a normative space. In that regard the idea that there might be a fruitful relationship between the language-as-a-game metaphor and a general study of games is not without merit. So, the overall intention will be to import some of those notions (and treatments), such as the aforementioned metaphor, the concept of agency (the capacity or the set of conditions that enable making decisions, according initially to a causal theory of action in Piñeros & Tenenbaum, 2003, 2), volitions, and the notion of dispositions as related to mental content; aiming to generate a possible argument to explain what a game is or how it could be understood from a general and purely abstract perspective. In the previous sense, the analysis that will result from the application of concepts originated from epistemology and philosophy of language to the notion of game will determine the possible performance and orientation of our exam which, as I will show, must be aimed at abandoning the predictive goal in a GTG (due reasons that I’ll explain in section 6). The argument will proceed as follows: First I’ll introduce the importance of the ‘language as a game’ metaphor for the contemporary philosophy of language, pointing out key aspects of how meaning (usually understood as an equivalent to mental content which is the content of mental states, a notion widely used by contemporary philosophy of mind, epistemology, and the philosophy of language) is understood as constitued by speakers insofar they relate to a normative space (language-game rules) that must be objective in itself (via Kripke’s interpretation of Wittgenstein’s private language paradox, 1982), and which has open the way for a BETWEEN AGENCY AND THE NORMATIVE SPACE 21 contemporary use of the language-as-a-game metaphor as a kind of study of normative2 relations (between speakers and language-rules). Second, I’ll propose inverting the metaphor to study game- as-language, presenting an argument which pays attention to the equivalent role of the speaker as an agent (since agents are language-rule followers), which is dependant of understanding agents as those who possess volitive states (or volitions) as a kind of mental content (just like meaning is a kind of mental content), showing how for the sake of the game as a rule system (or a normative space), constituing meaning as content or developing agency (through decision making) as content is basically the same. The hard part of this argument is making the case that there’s no real need for volitions to exist to explain how agency is possible, and how dispositions are not enough to explain agency (as a kind of spontaneity of individual action) altogether. Third, I’ll show how the notion of agency-as-content constitution is in danger following an assumption of what methaphysical necessity entails (a problem of reduction if we choose to give methaphysical priority to the normative space or the individuals-as-agents). This danger will show the theoretical need to ground the concept of game, whereas I’ll claim there’s an alternative to both options (norms are prior or agents/ content are prior) if we pay attention to some of the most important arguments in contemporary epistemology, suggesting an explanation of agency that doesn’t rely in it being an essential property of agents nor an essential property of the normative space. Fourth, I’ll finally conclude that the concept of agency must be understood as co-determinated by the game as a normative space, in which case agency can not be taken as a concept given a priori, but as the concept through which we can understand the relation between agents and rules. This explanation of how content is then constitued by this mutual relation requires the abandonment of the predictive ambition of a GTG since it would entail that the conditions constitutive of content of a game-as-a-language are immanent (developed from the game-agents relation). 2 Representative works in normativism are McDowell & Pettit 1986, and Brandom 1994. FREEDOM | OPPRESSION | GAMES & PLAY 22 2. LANGUAGE AS A GAME Our approach to the task originates in the use of the analogy of 'language as a game', which gained special relevance thanks to the influence of the Philosophical Investigations of L. Wittgenstein (2003) originally published in 1953, who decisively changed the way we understand language. Motivated by the desire to move away from the previous analytical characterization of language in his 1922 Tractatus Logico-Philosophicus (2016), which presented the logical form of the proposition as a type of rigorous generalization, Wittgenstein now proposed instead to understand language as a game, highlighting the diffuse character of this notion. Wittgenstein argued that most of the times the meaning of a word is its use (2003; §43), so the idea of an analytical (universal and a priori) grounding of meaning (akin to finding a logical structure of language which would possess metaphysical priority over natural language) would be against the pragmatical spirit of the Philosophical Investigations. Wittgenstein does not define what a game is, neither gives an analytic criterion through we could determine a particular language-game or clearly differentiate it from others. Instead, he uses the term ‘family resemblance’ (Familienähnlichkeit, 2003; §23), which is a purposefully vague term to show how games relate one to another. This led his philosophy to show how meaning should be constituted in a holistic way and through speakers’ usage, where words as meaning-use instances would need to be evaluated by other speakers as well (commonly understood as the ‘private language’ argument in 2003; §244-271). Saul Kripke famously brought up the evaluation aspect to the philosophical discussion in Wittgenstein on rules and private language (1982), taking as starting point the passages no. 201 and 202 from the Philosophical Investigations (2003) where Wittgenstein argues that the belief of following a rule is not a good enough criterion for following that rule. Kripke underlines that for BETWEEN AGENCY AND THE NORMATIVE SPACE 23 evaluation to be possible the rules must be objective in themselves (1982; p. 110-111)3. Kripke’s interpretation of Wittgenstein underlines that meaning is normative, and it’s been especially relevant to a philosophy of normativity which follow’s Kripke’s claims that meaning understood as kind of mental content is therefore normative as well (specially in McDowell & Petit, 1986 and Brandom, 1994). My innitial hypothesis has been that it is possible to reverse this analogy, moving from language as a game, to the game as a language, pretending to obtain immediate returns on a (universal) notion of the game. But to show how such an argument is possible, it would first be necessary to address the core of the issue. What will allow the inversion of the analogy is to establish an analogy in turn between the concept of 'agency' (initially in line with the previously noted casual theory of action) and meaning or mental content. Being able to make the analogy between agency and meaning, respectively taking agency in relation to the normative space of the game (just as meaning is for language), and understanding both as types of content in relation to the normative space (of language or a game), will allow to show not only the relevance, but the fruits of the application of these notions from various branches of philosophy (epistemology, philosophy of mind, philosophy of language) to a GTG. Why is the notion of agency so important? Freedom is a crucial notion to understand what a game is (of any kind), not only from the perspective of J. Huizinga (1980), R. Caillois (2001), and E. Fink (2016): a stance on freedom must be presupposed in the very concept of agency for it to work. This merely points out that every belief possesses an ontological commitment of some sort, yet it’s especially relevant to clear out the implications of the metaphysical status of freedom as I’ll show, those implications put at 3 Norms must be metaphysically prior to content, but this isn’t to say that norms are metaphysically prior to a community of evaluation. Kripke just wants to avoid a social or community-wide version of the dispositional theory of content (1982; p. 111-112). FREEDOM | OPPRESSION | GAMES & PLAY 24 risk the notion of agency-as-content to be introduced in the next section. 3. HOW TO REVERSE THE ANALOGY OF LANGUAGE AS A GAME? Here I’ll present an argument that will allow us to reverse the analogy of language as a game. However, this argument will be supported by other arguments important to epistemology, philosophy of language, and philosophy of mind. i. The first step is to show that agency can be explained without resorting to causal processes of an essentially mental nature, where I’ll rely on the argument of G. Ryle in The concept of mind (2009), who rejects the idea that acts are based on volitions (understood as types of mental content whose function is to account for when an act is intentional or unintentional) as flawed, for it assumes a causal link between volitions and acts, which the same volitions can’t possess between each other otherwise it would lead to an infinite regress (p. 54). ii. Thus, if agency can’t be explained by ‘volitions’, then we could argue that there is not a big difference between ‘being able to say what we want to say’ in the twist of a given sentence, and ‘being able to say we did what we did’ in a given situation, since agency as a kind of content (the one that agency constitutes) could be explained dispositionally. That is, we could present agency in terms of a dispositional theory of content (equating meaning and agency as types of mental content). This doesn’t necessarily entail equating mental content with agency-content, we might as well expect both to be labeled as different kinds of content4 (both being content nonetheless), but such labels are not important as I’ll be focusing on the problematic aspect of them being dispositional. iii. I’ll refer now to an argument against content as determinable from a dispositional theory of content 4 In fact, following the main thesis of Ryle’s The concept of mind (2009), mental content (if we are still able to label it like that) wouldn’t even be inside someone’s head. BETWEEN AGENCY AND THE NORMATIVE SPACE 25 in Kripke (1982). Kripke’s argument postulates a possible mathematical operation that can be confused with another5 since both could produce the same result in a certain range, but a different result in another. The example uses a mathematical operation as an instance of an objective rule that would produce objective results, so there’s no ambiguity left. Kripke aims to show that being able to forget what specific rule we used in a past case would still yield the same objective result (it wouldn’t affect it at all), showing how even if we aren’t clear about our dispositions (i.e., we forgot what kind of rule we applied in each context) since the rules are objective themselves, dispositions are not needed to explain 5 Kripke poses the following skeptical challenge: as a result of the operation of adding 68 + 57 we obtain the result of 125, however, let's look at the two uses of ‘plus’ that are exposed here, a) the operation (68 + 57) in its correct arithmetic use which results in 125, b) the same operation in the sense of the metalinguistic use of the term addition (as the word that designates the arithmetic operation) and that leads us to the same result. Kripke's example lies in posing a skeptical challenge about the possibility that our metalinguistic use is wrong. What would happen if there were two operations that are possible to be confused with one another, ‘plus’ (x + y) and ‘quus’ (identical in all cases less than 68 + 57, but whose result in operations greater than or equal to 68 + 57 was different as 5)? Given the right circumstances (altered states of consciousness, etc.) how could we assert that our metalinguistic use for obtaining 125 was 'plus' and not 'quus'? According to the skeptic in Kripke's example, the present use of addition would not be in question since it would be enough to ask the speaker which of the two operations they mean, in fact, this solution is taken as a dispositional theory of meaning, which would assume the use employed (arithmetic or metainguistic) as determined by our willingness to think about certain specific values in particular cases – this position is commonly linked to descriptive epistemologies such as Quine’s (specifically his thesis of the ‘indeterminacy of meaning’). However, what about past uses of plus (in the case of quantities less than 68+57)? Could we say with certainty that our past use of plus always designated the usual addition or could it have been 'quus'? Kripke's main idea is that there is no solution in terms of our dispositions, since when asking about past uses it is not possible to point out such dispositions for all cases, because the relation of the use of a given rule (in 68+57) is normative, not descriptive as a dispositional solution to the argument would pretend (Kripke, 1982; p. 37). Similarly, Kripke points out a certain resemblance to Hume's critique of causality in Wittgenstein's argument: "no past state of my mind can entail that I will give any particular response in the future." (Kripke, 1982; p. 53) FREEDOM | OPPRESSION | GAMES & PLAY 26 how speakers (or agents in this case) are able to constitute contents. iv. Which would allow us to relate the constitution of meaning with the constitution of acts insofar as both can be understood as types of content… a. For content related to the normative space of language would be what we usually understand as meaning, and that somehow could be separated from the decision-making process (agency). b. While content for a game is in fact ‘decision making’, since the actions of an agent or player are the only meaningful things for the game to hold on to (understood as a normative space), that is the interaction between rules and actions carried out by agents, allowing us to reverse the analogy of language as a game. 4. GAME AS A LANGUAGE The above argument showed that to explain agency there’s no need to invoke volitions as mental causes for actions since explaining what we do through our dispositions is sufficient to do it (just like it is for meaning and mental content). Then went to show that dispositions are not objective enough to constitute meaning-as-content and a normative relation with rules is required such that for agency-as-content the same condition would be needed. And since games are normative spaces -as content is concerned- there’s no real distinction between actions and words, allowing games to be understood as language6 just like language can be understood as a game. I would now be inclined to point out how the way in which players relate to the rules is constitutive of agency, but Kripke's interpretation of Wittgenstein's philosophy (1982) showed that the analogy between language and games presents some possible options in the way in which rules (such as the 6 In the sense of how language works and not that of a particular language. BETWEEN AGENCY AND THE NORMATIVE SPACE 27 normative space of speakers or agents) and mental meaning or content can be constituted (in Glüer & Wikforss, 2018): 1. The content engenders normativity (the content is metaphysically prior to the norms), 2. Content determines normativity (norms are metaphysically prior to content). This perspective that determines the agency from either (1) or (2) would seem to lead us to understand it as: an essential property of the agents in the first case (where content is metaphysically prior to norms) who would have to own agency before participating in any game (as the very condition to be able to play); or perhaps to assume that agency falls into the normative space of the game (the second case where norms are metaphysically prior), which would lead us to an approach where agency would be what the game determines as such, and where players are not fully free (metaphysically), but only to the extent that agency-as- content is meaningful to the game. From the perspective of the normative space (2, norms are prior) there’s a couple of options to consider: first, normative space can mean either the rules of a specific game (the same game, e.g., chess, or a specific game carried out at a certain time and space, e.g., the 10th game between Carlsen and Anand on November 22, 2013) or the normative space of the totality of games. Referring to ‘the normative space of all games’ has the virtue of referring to a holistic understanding of what a game is, but it also entails the problem that it prevents us from being able to separate games in a conceptually rigid way from each other: one game would imply others and there would be no real border between them (just as Wittgenstein intended). This way leads to a dead end if the intention is to make some kind of conceptual delimitation when analyzing a certain game (either chess or the Magnus Carlsen game). Conceptual delimitation is possible if I refer by ‘the normative space’ to the rules of a game (whether it’s chess or Carlsen's match), but ends up determining in a very categorical way the sense of agency as that constituted from the actions recognized by the rules as meaningful (giving rise to a type of reductionism of agency to norms). This FREEDOM | OPPRESSION | GAMES & PLAY 28 of course has predictive utility since it allows the postulation of a model with adjustable knobs depending on the possible decisions to be placed in the system. It’s also circular in that the question of agency could not be answered in terms of what agency is7, but in terms of what the system preconfigures as agency. From the perspective of the player or agent (1, content is prior), we would have to assume that agency is already a precondition, which imposes other limits on the notion itself: insofar as the notion is no longer really significant for the conceptual analysis of a GTG, but only the repercussions of agency (the acts) would be significant for a GTG, in addition to postulating agency as a type of essentiality outside the scope of GTG’s analysis (thinking of freedom as essential to the human being). It also conflicts with the spirit of Ryle's argument (2009; p. 54) in that agency would rest if not on ghostly volitions, then on some other type of given content that would exercise the same function (to provide agency to acts). The latter perspective (1, content is prior) to some extent safeguards the reflective analysis (of aesthetics, narrative studies, semiotics, etc.), but delegates the study of agency to a discipline other than a GTG. Although it also shows the relationship between human beings and games under an essentiality, the analysis is anthropocentric and therefore leaves out the following questions: • Can animals play in the same way as human beings, that is, can their games constitute meaning? And... • Can artificial intelligences play? Where this question is the same as the previous one, but in a different context. 7 ‘What is to be able to make decisions?’ Versus ‘what a certain system defines as a range of possible decisions? (Whereas choosing one is a matter of a criterion for rationality)’. The second ends up being circular as the rationality criterion is previously defined by what the system wants agency to be e.g., the best decision for an agent is one that ends up gaining information, spreading information, etc. In terms of an ‘open system of rules’ like the case of large language models, the question should point where the system jumps from a model of (predicting) language to a model of (predicting) knowledge. BETWEEN AGENCY AND THE NORMATIVE SPACE 29 Then, neither AI's nor animals would be able to constitute content through a game. Both ways I mentioned in which players or agents relate to rules as a relation constitutive of agency (content or norms prior) put at risk the idea of agency-as-content as a central notion for a GTG. If norms are prior, agency-as-content ends up being circularly defined. If content is prior, it could be objected that agency-as-content is not novel enough to warrant a GTG a domain of its own, or that the analysis ends up being restricted to what anthropologically can be done with the concept of game (which otherwise opens relevant issues like animals and AI’s), even if the conceptualization I have presented so forth could be rich enough for game studies and other disciplines interested in the game phenomena. Before providing a solution to the present dilemma I will introduce some key elements to understand what kind of answer would be necessary. That is, what philosophers have learned from the study of the philosophy of language, epistemology, and philosophy of mind, and which I can now apply to concept of game aided by the metaphor of ‘game as language’. 5. PHILOSOPHICAL LESSONS Some of the most influential arguments in contemporary philosophy of language, epistemology, and philosophy of mind reside in what is called an attack on the given, that is, on categories or concepts that are taken as pure, assumed, or necessary (in the metaphysical sense) for content, showing how the latter is not constituted hierarchically (e.g. from a first concept, first experience, etc.). Three of the most influential texts in this regard are "Two dogmas of empiricism" by W.V.O. Quine (1951), "Empiricism and the philosophy of mind" by W. Sellars (1991), and the Philosophical Investigations of Ludwig Wittgenstein (2003, specifically the argument against private language). The idea behind the present section is to collate some of the lessons of these influential texts in relation to our previous exposition showing the relationship between agency and the normative space. FREEDOM | OPPRESSION | GAMES & PLAY 30 In "Two dogmas of empiricism" (1951) Quine attacks two substantially important issues, first the idea that it is possible to clarify the notion of meaning (the distinction between analytic and synthetic propositions), and second, the idea of reductionism. According to Quine the notion of meaning is not only diffuse, but impossible to elucidate, considering that the use of meaning is not very different from the use of essence for classical philosophy. Meaning as content according to Quine, cannot be explained a priori (as a given content in a pure way). Reductionism falls into a similar criticism, since, on the one hand we should be able to reduce every instance of meaning (in the case of Quine's argument) to a set of experiences or a sense-datum vocabulary which is an unfeasible task, on the other, Quine points out that no statement is immune to evaluation, indicating that even logical laws can be revised. Assuming the previous lessons, it would be necessary to underline the problem that arises when trying to point out that agency would be explicable as something essential to the agents. If it is not possible to come up with a concrete notion that explains what agency is (for example, volition or freedom in the broadest sense), then we would be making a mistake similar to what Quine finds in the notion of meaning. In the same way, it arises with the claim that agency could be reduced to the normative space of game while the rules of games themselves are reviewable either because they are determined insufficient (they are not able to contemplate some behavior of the players) or too diffuse (in the case of children's games in which children can make the rules as they play), showing that reduction is not a good enough explanation for agency in the context of an universal concept of a game. Sellars' text "Empiricism and the philosophy of mind" (1991) contains the famous argument against the ‘myth of the given’. The given represents any type of content that is assumed as pure, e.g. categories, concepts, definitions, conditions, qualities, first experiences, etc. were Sellars concludes that if the given contents are not propositional then they have no epistemological utility (they can’t generate or BETWEEN AGENCY AND THE NORMATIVE SPACE 31 transmit knowledge or information as content), and if they are propositional, then they are the result of another type of propositional content in turn (such as other inferences). Like Quine, Sellars also points to another kind of holism in the form of the logical space of reasons, the normative space (of all games and not of a game). The lesson to be taken would be that both norms (thinking of a game and not the normative space of all games) and agency are in a process of mutual mediation, and that therefore a state of pure rules or pure agency is not possible. Now, if combined these lessons with Wittgenstein’s idea in the Philosophical Investigations to abandon the logical form of the proposition (analytical definitions), we will arrive at a holistic notion of the normative space of all games, begging the question it would clash with the idea of being able to give a conceptual delimitation to the game as a unit of analysis. However, the possibility of avoiding this conclusion lies in reflecting on Wittgenstein's intention in establishing this diffuse condition of games. A non-analytic notion of games would therefore have to be presented on the base experience of play. There, the agency- as-meaning or content arises in mediation with the norms and is not the result of the a priori condition of the norms: just as the agency cannot be the result of the norms, and neither the norms nor the agency can be taken as given nor appealing to some kind of essentiality returning to Quine’s critique. And although it is clear how we can possess an understanding of norms not a priori but pragmatically, being subject to revisions depending on what is needed case by case, the idea of agency as a non-essential attribute to players, or even human beings, is more problematic. 6. CLOSING ARGUMENTS At the end of section 4, I mentioned that from the perspective of the player (who would have metaphysical priority over norms), agency is explained as a type of essentiality often attributed to human freedom that we qualify as anthropocentric (regarding the case of animals and artificial intelligences), leading us to ask if there FREEDOM | OPPRESSION | GAMES & PLAY 32 is a non-human concept of freedom (agency taken as an essentiality). The objection is twofold, from the potential problem of non- human players being unable to constitute content through games (one could even generalize that they would be unable to play because playing would already be a ‘human-ity’), and from the idea that an essentiality does not define or clarify what agency is supposed to be. I argue that the question so far is badly posed, and it should ask instead: whether the agency (i.e., its essentiality) should be posed a priori? This question allows us to avoid the anthropological trap in which we pigeonhole the concept of game. The error consists in assuming that the concept of agency (or freedom) is detached from the concept of game, that is, if the players are free, they are free externally to the game, or if the game gives agency to the players, it is the game that grounds the sense of agency without yet contemplating the de facto actions of the agents. In this sense, the concept of agency (or freedom) cannot be grounded univocally, either on the side of the player, or the game. Nor is it useful to problematize the possibility of the a priori condition of such a foundation since it would necessarily imply such a univocacy. The option I propose is to take the notion of agency as co-determined by the game and the player. Being able to play (as well as the desire to play) implies the necessary factual setting of the game, which is not something assumed a priori, neither on the side of the agents, nor on the side of the rules (even of a game that involves strict rules and social conventions). One is free to play since freedom refers to the freedom of players who are already (by definition) involved in the activity of playing. Therefore, the question about freedom would not be alien to the concept of the game, on the contrary, both would be concepts that determine each other. The player is free to the extent that it can leave the game yet continues to play it, but not as long as this possibility is determined a priori; since it is the fact of starting to play that determines whether the player can continue playing BETWEEN AGENCY AND THE NORMATIVE SPACE 33 or stop to do so, otherwise the notion of agency leads to the contradictions that I have explored before. The solution would appear to be circular as in "the players are free because they play", but this would only be the case if we continue to expect an a priori determination of freedom, in fact, what I argue here is closer to "the players are free because they continue to play (or were free because they stopped playing)". Whether an agent can stop playing does not depend entirely on the agent, since the decision to stop playing makes sense only in the context of playing, and the game is a structure made possible by the (necessary) recognition that it is only a game. This last characteristic that would seem trivial extols it’s not-merely-ontological status, but the deontological status of the game insofar as ‘is’ and ‘ought’ are aligned and that is expressed as the very concept of agency-as-freedom (mutually determined by rules and players). My proposal is precisely that the deontological status of the game is immanent to the play experience in order to achieve the conceptual delimitation that I seek: to be able to understand the game as a constitutive unit of content, allowing to talk about the game while inserting it into the normative space of all games without there being any real tension between both levels. Since the concept of immanence is loaded with a long metaphysical tradition, I propose advocating for a type of ‘local’ immanence (opposed to global or classical immanence), understanding it as follows: if a question is conceptual, I ought to answer it through concepts in turn (without any other metaphysical assumptions needed in between), therefore, if the question of agency (or freedom) is posed in relation to play, it must be answered through the very concept of a game exhibiting it’s deontological status. The distinction between one game and another, or between one game and the normative space of all games, lies in the immanent development of the deontological status of a particular game: what makes it ‘what it is’ as a delimited unit but always in relation to other games or to the totality FREEDOM | OPPRESSION | GAMES & PLAY 34 of games, since playing a game is an experience in context with playing or having played other games. The deontological status surpasses the limit present from one game to another, insofar as the question is relating to the context in question, i.e., asking about a game related to another, or asking about the normative space of all games, since the development I propose is to follow through immanence. Therefore, the notion of agency-as-freedom developing at the same time as the question itself implies a difference in the comprehension of both of those notions of what a game is implies (asking about one game or asking about the normative space of all games). Consequently, agency can no longer be a metaphysically grounded concept before there’s a discussion about agency in the context of a game. Though it can be provisionally defined. I can have an idea of what agency is supposed to be, but only the immanent development of actions through agency in a game (developing at the same time as the concept of a game) can show how agency is grounded as agency-as- content. Just like using a word in a determinate context constitutes meaning-as-content, but to consider how that particular use of a word constitutes objectively any content requires the communal evaluation through a normative space. This is the sense behind the question about freedom when placed in the context of a game: Freedom is agency as metaphysically grounded through the development of agency- as-content just like the game is grounded as a unit constitutive of content (such as meaning) in it’s deonto- ontological status (that coincidence between ‘is’ and ‘ought’). Although the scope of this paper ends at this proposal, I maintain that any other constituent element of the game (and that accounts for the deontological structure of the game itself) should also be understood as immanent. Therefore, a consequence of this conceptual development would be for a GTG to give up on the predictive aim of a possible notion of a game since agency could not be preconfigured in the way of a mathematical model expects it to be. A concept of game such as the one I propose has sufficient elements to support a GTG, since 1) it explains the objective constitution of content, 2) it allows to delimit a game BETWEEN AGENCY AND THE NORMATIVE SPACE 35 among others (without having the task of analyzing a game being an analysis of specific contexts), and 3) its epistemologically normative, since it explains not only what is a game but what is not a game. It also underlines some of our initial goals: this grounding effort wasn’t ‘traditional’ (not an a priori, universally necessary definition) since its metaphysical performance doesn’t entail a necessary priority over previous theoretical development, it is a holistic notion, and in that regard hopefully it can shed new light on concepts previously determined by game studies such as agency, the relationship between rules or actions and narrative, the possibility of aesthetically analyzing a game, semiotic analysis, etc. There’s still work to be done, specifically studying the pragmatic nature of the game, i. e. how it is possible to change the rules? How it is possible to epistemologically delimit the game not only from playing it but from observation alone (like when something seems like a game but is not, or when something does not seem like a game but is one)? The relationship between narrative and competition, among other topics that could be re-evaluated from the perspective of the deontological structure of the game that I have shown. ABOUT THE AUTHOR XAVIER ARANDA has a PhD in Philosophy. He conducts research on the topics of Epistemology, Philosophy of Language, Philosophy of Mind, Pragmatism, as well as German Idealism, specifically on GWF Hegel. He is a professor in the Philosophy Department at the University of Guanajuato, Mexico, since 2017. REFERENCES Brandom, Robert, 1994, Making it Explicit, Harvard University Press, USA, 741 p. Caillois, Roger, 2001, Man, play and games, Meyer Barash (trans.), University of Illinois Press, USA, 208 p. Houlgate, Stephen, 2005, The Opening of Hegel’s Logic: From Being to Infinity, Purdue University Press. Fink, Eugen, 2016, Play as symbol of the world and other writings, Ian Alexander Moore & Christopher Turner (trans.), Indiana University Press, USA, 360 p. FREEDOM | OPPRESSION | GAMES & PLAY 36 Hegel, GWF, 1969, Werke, Eva Moldenhauer & Karl Markus Michel (eds.), Band 6 (Wissenschaft der Logik II, S II), Suhrkamp, Germany. Glüer, Kathrin and Wikforss, Åsa, (2018), "The Normativity of Meaning and Content", The Stanford Encyclopedia of Philosophy (Spring 2018 Edition), Edward N. Zalta (ed.), URL = . Huzinga, Johan H., 1980, Homo Ludens, a study of the play-elemente in culture, Routledge Ed., UK, 220 p. Kripke, Saul, 1982, Wittgenstein on rules and private language, Harvard University Press, USA, 150 p. Piñeros Glasscock, Juan S. and Sergio Tenenbaum, 2023, "Action", The Stanford Encyclopedia of Philosophy (Spring 2023 Edition), Edward N. Zalta & Uri Nodelman (eds.), URL = . Quine, W. V., 1951, “Two dogmas of empiricism”, The Philosophical Review, Vol. 60, No. 1 (Enero), Duke University Press, URL = . Sellars, Wilfrid, 1991, Science Perception and Reality, Ridgeview Publishing Company, USA, 376 p. Stern, Robert, 2002, Routledge Philosophy Guidebook to Hegel and the Phenomenology of Spirit, London: Routledge. Westphal, Kenneth R., 1989, Hegel’s epistemological realism, Kluwer Academic Publishers, UK, 309 p. Wittgenstein, Ludwig, 2016, Tratado Lógico-Filosófico, Jesús Padilla Gálvez (trad.), Tirant Humanidades Ed., España, 250 p. Wittgenstein, Ludwig, 2003, Investigaciones Filosóficas, García y Moulines (trad.), col. Filosofía Contemporánea, UNAM Editorial, México, 548 p. McDowell, J. and P. Pettit, 1986, “Introduction,” in Subject, Thought, and Context, P. Pettit and J. McDowell (eds.), Clarendon Press, UK. 37 File #2 Title: (Un)Restricted Play Subtitle: How Prospective Game Developers view the Boundaries of Games Author(s): Paula Goerke Limitations are a key component of life and of video games. However, these limitations do not create themselves, they are made by the people behind the curtains – the game developers. While there is plenty of research focusing on the game industry itself, there is very little knowledge about the game developers themselves. To fill this research gap, four interviews with prospective game developers were conducted and analyzed using qualitative content analysis regarding their image of humanity and ideas of the limitations of and within games. The results show that there are six main categories of limitations identified by the interviewees; however, these categories do not match the theoretical assumptions extracted from the existing literature to the full extent. This research allows some first insights into the perceptions of limitations, and therefore a part of the images of humanity, of (prospective) game developers. It shows that, according to the prospective game developers, it is less technology or ethical doubts that influence game development but rather social and interactive aspects. Furthermore, games offer opportunities to overcome boundaries found in the real world. Keywords: game design, game development, game studies, image of humanity, video games ----- FREEDOM | OPPRESSION | GAMES & PLAY 38 1. INTRODUCTION Limitations, both natural and artificial, are an inherent part of human life, restricting humans in their movements, their thoughts, their interactions, and their general freedom. One opportunity to escape such real-life limitations is through (video) games. As players play – online or offline, alone or with friends, on a console or their computers – they step out of their everyday lives and become someone or something else. While their bodies may remain in the same position for hours, their minds experience new adventures, no longer bound by the limitations of their human existence. However, the freedom that players experience in their virtual adventures is not completely unrestricted. Rather, it is heavily influenced by the many constraints imposed by the game developers - the people who conceived the game and whose actions brought it to life. Therefore, this in-game freedom can only be properly enjoyed within the limits that its creators allow(ed) and have thought of. The question, then, is how these game developers perceive the boundaries of games. The question of how individuals perceive boundaries and limitations is situated within one of the greatest questions in the humanities, “What is man?” (Kant as cited in Fahrenberg, 2014) and is therefore part of each individual’s image of humanity – the way a person thinks about what humanity is like (Fahrenberg, 2014). While these questions have been asked by representatives of many different fields and disciplines, there is very little research on the current images of humanity held by people in software development in general and video game development in particular. Because these fields, more than others, need to be current and on the pulse of the times, it is incredibly important to study not only those who have a lot of experience in the discipline but also those who are just starting out, as it is their actions and behaviors that will shape the future. In the following paper, the people working in the field of video game development are referred to as game developers. As there are many possible ways to refer to the people working in this industry, in the context of this paper, the term game developer was chosen as it can be used to refer to any person working in the context of game development, (UN)RESTRICTED PLAY 39 e.g., game designers, programmers, artists, or audio engineers. Based on these conclusions, the following research question was originally formulated: How do university students who want to work as game developers express themselves regarding their image of humanity based on selected topics? However, as the present paper focuses only on the subject area of perceived limitations, the aim is solely to answer the following subquestions: What boundaries do prospective game developers perceive in the context of video games? And how can these boundaries be overcome? To answer these questions, four interviews were conducted, analyzed, and discussed in relation to existing research. The paper concludes with a summary of the main findings, limitations of the research, and implications for the future. 2. HUMANS AS GAME CREATORS While games are an integral part of human life, the ways in which they are created can vary widely. Children's play is sometimes claimed to begin at an infant age (Huizinga, 1951), and game creation begins as early as preschool and continues to develop as they get older (Vygotsky, 1967). However, this free play is not the only form of play that people encounter throughout their lives. It is more often "professional" games that people think of when they talk about them. Games can be a great way to experience and explore freedom. Children make up their rules of play as they go along and take on different roles almost naturally, and the same tendencies can be seen when players turn to sandbox games such as Minecraft (Mojang Studios, 2011). These games offer the players opportunities to create, adventure, and interact with the game’s environment without a linear narrative they must follow (Gabbiadini et al., 2017), which is very similar to the free and unrestricted play described by Huizinga (1951). Minecraft can even be used to support players in expressing their creativity and improving their innovative skills (Rahimi & Shute, 2021). However, while playing games, be it as a child or an adult, on a computer or on the street, is a means to freely express oneself or experience what it is like to take on a role different from their regular everyday life, the industry behind professional game development is a diverse multi-million dollar industry consisting of many different fields, such as game design, FREEDOM | OPPRESSION | GAMES & PLAY 40 game art, game programming, level design, and sound engineering (game - Verband der deutschen Games-Branche, 2018). These roles can be taken up by different people, depending on the available time, human and financial resources they might even all be performed by a single person. To encompass this vast variety of professions and professionals in the field, this paper uses the term game developer to refer to any person participating in the production of a game, unless specification is required. As diverse as the industry itself is, so is the research in this field. Some researchers may focus on economic factors of game development, such as the gender composition of development teams and studios (Bailey et al., 2021); others may examine the impact of societal events, such as the COVID- 19 pandemic, on gaming (Pallavicini et al., 2022), or how gaming can be used for learning purposes (Amin & Wahyudin, 2022). In addition, there are many studies that focus on the process of video game development and research on video game development. In this regard, Martin (2018) noted that research on video games has intensified in recent years, but the development processes remain unclear. However, it can be taken as a fact that the video game development industry is interdisciplinary. In a literature review, Berg Marklund et al. (2019) addressed these processes in greater detail, with the goal of tracing the understanding of industry personnel in particular. They found that while the development processes are referred to as agile, it is not an adequate term; development is spontaneous and based on the developers' own experiences, but truly agile methods are not used. However, these working methods are reflected in the structures of the processes. In addition, the researchers found that the perceptions of developers and the actual development processes do not necessarily have to coincide. In another study, Dubois and Weststar (2022) examined the shift in the game industry towards a focus on "games as a service". Along with this change in the games themselves, there are also changes in work processes, employees' perceptions of their work, and their perceptions of themselves. (UN)RESTRICTED PLAY 41 Lysova and Khapova (2019) were even more explicit about video game developers, specifically their paths into such an uncertain industry that exists without explicit career structures. For this reason, individuals develop more creative and individualized paths into the industry, which they need to back up with appropriate knowledge of the business field. It is only through this knowledge that they have been able to create spaces in the industry that they can fill themselves. However, there is a general problem with this research: surveys tend to have small sample sizes, which is especially problematic in a world as heterogeneous as video game development. In addition, access to the industry is often difficult for researchers (O’Donnell, 2014). While these results show that there is some research on video game development in various fields, there is very little research on the actual people and their thoughts and motivations behind the development. The current paper offers a first attempt to fill one of these research gaps by examining the image of humanity of game developers, specifically prospective game developers - students who were studying to work in the field while the research was taking place. 3. IMAGES OF HUMANITY “What is man?” as asked by Kant (as cited in Fahrenberg, 2014) is one of the greatest questions in the humanities and has been examined by pedagogues, philosophers, and economists alike. One of the best-known sentiments regarding this question was expressed by Jean-Jacques Rousseau in his Social Contract: “Man was born free, and everywhere he is in chains” (Rousseau, 2002). However, this is only one of many possible perceptions of mankind. Every individual, expert or layperson, has some kind of image of humanity, and it is these basic beliefs that influence and shape their work and interactions with other people. Images of humanity are defined as the “set of assumptions and beliefs about what human beings are by nature” (Fahrenberg, 2014). They are responsible for an individual’s decisions, actions, and opinions. They are formed on the basis of people’s experiences, their education, and the FREEDOM | OPPRESSION | GAMES & PLAY 42 society in which they live (Galliker, 2015). These images of humanity often include different dimensions, such as culture, body, and social aspects. One thing that greatly influences humans is the boundaries they encounter throughout their lives. These boundaries not only exist between and within humans, but also separate them from the non-human, from technology, or from gods (Wulf & Zirfas, 2014). Understanding the boundaries that humans face also allows them to be positioned in relation to the freedoms they can enjoy, or how these freedoms can be restricted. One of the most important images of humanity regarding (video) games is the Homo Ludens as described by Johan Huizinga. This explanatory model states that human culture, and therefore humans, and play are inherently interwoven, meaning that all aspects of life, the serious and less serious, are in fact play. Additionally, Huizinga attests humans some form of irrationality as beings, as play is irrational, yet humans still play. He also sets play in relation to freedom, meaning that forced play can no longer be called such. Still, some forms of play seem more like a need than a want of the participating parties, and still, even in this need, there is freedom, freedom to do things because they are pleasurable and have to be done for the individual's happiness (Huizinga, 1951). While images of humanity are often considered as basic beliefs that are mainly implicit and can only be described as theoretical concepts, for the purpose of this paper, it has to be assumed that such an image of humanity can be studied empirically (Fahrenberg, 2014; Galliker, 2015). When it comes to images of humanity in relation to play and even more so games, different approaches can be taken. Some researchers view the avatars in games as manifestations of the players' image of humanity; others analyze player interactions with each other as representations of their perceptions of humanity; and others still research the possibilities of images of humanity to be formed through the simulation-aspects of a computer game. When doing so, the images of humanity underlie different boundaries, as the options of the medium restrict what can be portrayed. At the same time, these images of humanity have a deeper purpose – as the one portrayed in the game needs to be internalized by the players to fully engage with the game (Schröter & Thon, 2012). (UN)RESTRICTED PLAY 43 While there have been all these different kinds of research in regard to images of humanity and their acquisition, representation and manifestation in video games, there is less research on the people who design and make these games, even less so for students who are currently attending universities to later work in such a field. However, as these are the people who were researched in preparation for this paper, some examples of images of humanity in technology by students will be presented here. Berger and Ziegler (2021) examined the motives, beliefs, and interests of first-year teachers to further understand their paths, studies, and career choices. To do so, they interviewed 499 students, of whom 366 were studying to teach at grammar schools and 133 were studying to teach at vocational schools, since the winter semester 2016/17. Their study showed that the students had similar motives and convictions, even if they had different educational histories and experiences. Kleinn et al. (2013) examined the image of the world of computer science students regarding humans, technology, and the world. The study consisted of group discussions held with students from five German universities, as well as narrative individual interviews with up to five students. The results showed that the students have a primarily positive image of technology, but are aware of possible issues and limitations. These limitations encompass many different aspects: the complexity of computer science, which means that there are many different ways and possibilities to achieve the outlined goal; the fact that it is impossible to properly portray both humans and technology using only technology, and it is therefore impossible to portray reality; and also, that there are things that simply shouldn’t be attempted to replicate using computer science. However, not all students interviewed perceived these boundaries; some of them mentioned no practical or moral limitations at all (Schinzel, 2013). Lehmann and Ebner (2011) used two studies to determine the metaphors used by students of economic education to describe teaching, which consisted of a total of 514 students from a German university. They concluded that humans need to use multiple metaphors and phrases to define complex phenomena, as they cannot break these things down into simple words. FREEDOM | OPPRESSION | GAMES & PLAY 44 Based on this previous research, it can be assumed that students who choose the same field of study will have a similar image of humanity, even if their individual paths are different from one another. Furthermore, students who choose to study computer science, while aware of its possibilities, are also capable of identifying its limitations. Thus, interviewing students who have chosen to pursue a prospective career in game development will offer insights into their complex images of humanity of people in this field, including possible limitations and restrictions. However, these results also show that there is only limited research available regarding the images of humanity of students and even less so on the images of humanity of people working in video game development, so that the present paper can add to the existing knowledge not only of students but also about game developers and their perceptions of the world. As the theoretical concept of images of humanity was used as the base framework for the overarching research, it still needs to be discerned in the context of the present paper. However, while the research on which this paper is based aimed to completely encompass the image of humanity as held by the interviewees, the present paper focuses solely on the aspect of boundaries as these are the ones which are most closely related to the questions of freedom. Both in relation to the game developers and the prospective players. 4. BOUNDARIES IN GAME DEVELOPMENT Boundaries, when considered in the context of images of humanity as part of pedagogical anthropology, exist in two states: firstly, there are boundaries within humanity, which are represented by dichotomies like male and female or sick and healthy; secondly, there are boundaries of humanity, such as the distinctions to God, technology and animals (Wulf & Zirfas, 2014). Regarding the present paper, different boundaries seem to be relevant. The limitations of technology appear to be prevalent due to two reasons: for one, technology has been heavily influencing humans in the last years, opening up the question of how humanity has to be redefined in the context of digitization (Ahrens, 2014). Secondly, technology plays a big part in the development of video games, on the one hand because it is used for the development, like different game engines, development platforms and programming languages, on the other hand (UN)RESTRICTED PLAY 45 because new technological advancements influence the game development, like the development of VR- and AR-Technologies allowed new forms of interaction within games and the further usage of wearable devices made mobile gaming ideas more feasible for companies (Camps-Ortueta et al., 2021). Furthermore, it seems that ethical norms and morals play a crucial role in defining the boundaries of games. Again and again, scientific research is conducted on how games can be designed to teach ethics (e.g., Bagus et al., 2021), how different moral concepts can be conveyed through gaming (e.g., Hodge et al., 2019), or how ethical the implementation of certain game mechanics is (e.g., Neely, 2021). It has also been shown time and again that these facets can represent limits. For example, higher monetary investments can lead to better game results, because real money can be used to buy a higher amount of loot boxes or premium items, and consequently, lower investment opportunities, both financially and in terms of time resources, lead to a worse game result (Neely, 2021). In terms of content, the ethical and moral ideas of the culture in which a game is embedded can represent a boundary that is enforced and checked by external bodies such as the USK in Germany, PEGI in Europe, or the EXRB in Canada and the USA (Dogruel & Joeckel, 2013). Another aspect that needs to be considered when developing games is the analysis of the potential target group as well as the associated boundaries with said group. These can include but are not limited to the consideration of motor, cognitive, and mental difficulties. For game development, this can include offering options to overcome these boundaries, so that players feel empowered rather than incompetent (Bayrak, 2020). However, many mainstream video games are still a long way from being accessible, and the approaches taken are not of a high enough quality and lead to further segregation of disabled players. In addition, tools that allow developers to improve accessibility are not necessarily accessible themselves, therefore hindering the development of more accessible video games (Aguado-Delgado et al., 2020). Based on these theoretical insights, which were already partially confirmed by Kleinn et al. (2013), it is assumed that the prospective game developers will identify two main categories of boundaries with regard to their game development: technological limitations, both in the sense of soft- and hardware, and ethical and moral limitations, FREEDOM | OPPRESSION | GAMES & PLAY 46 influencing both game content and development. Potentially, issues of accessibility might also come up. However, no assumptions can be made regarding the weight of these boundaries or what other limitations people who work in the field might perceive. 5. METHOD To answer the stated research questions, a qualitative research design was chosen as it allows an explorative approach to previously lesser researched areas of interest (Kelle, 2014). To do so, four semi-structured interviews with students fitting the selection criteria were conducted. They were transcribed and analyzed using qualitative content analysis, which allowed a focus on the content of the interviews, both explicit and implicit. The analysis used both deductive and inductive approaches, which were then combined to identify different categories. To do so, the interviews were first analyzed separately; afterward they were set in relation to each other. The interviewees represented two different German universities, one offering degrees in educational science and one offering degrees in media informatics and interactive entertainment. However, no matter their chosen degree, all interviewed students had had contact with theoretical or practical aspects of video game development, such as taking up the roles of game designers or artists in student led game projects or researching the possibilities of game based education. The four interview partners were equally divided between the two degrees, bachelor’s and master’s degrees, and identified 50 % as female and 50 % as male. As the original interviews were framed by the much bigger research question regarding the images of humanity held by the university students, they encompassed six different subject areas (subject, space, culture, body, social, and limitations) and took between 40 and 72 minutes. However, this paper, as stated previously, solely focuses on the limitations perceived by the interviewees. The students were asked the following questions regarding this subject area: What boundaries do players encounter in video games? How can these boundaries be overcome? As the interviews were analyzed as a whole and not individually by subject areas, some of the results regarding the limitations in the (UN)RESTRICTED PLAY 47 following section, are based on answers given in other segments. Before the interviews started, the interviewees were presented with definitions of both images of humanity and video games. Images of humanity were defined as the assumptions and ideas someone has about the nature of humans, which are shaped by the individual’s world views and influence their decisions, actions and opinions. Video games were defined as electronic games, that are presented via a monitor and controlled using a tool, such as a computer mouse, keyboard, or controller. As an alternative term, the phrase computer game was introduced. These definitions need to be kept in mind regarding the answers given by the prospective game developers. 6. RESULTS After independently analyzing the four interviews, 16 subcategories in six main categories were identified. These offered a wide range of different perceptions of the boundaries encountered by players and game developers. However, the aspects identified by the interview partners did not necessarily match the expectations that were formed based on the literary research. 7. TECHNOLOGICAL BOUNDARIES Technology plays a big part in the development of video games, as it is one of the key requirements to be able to work with and experience video games. However, the prospective game developers barely mentioned such technological aspects. The one technological limitation that was mentioned is the devices used by both the game developers and the players, as one group can only create within the specifications set by their equipment and the other group can only experience within those specifications. For the game developers, this means that available software and hardware influences the quality and details of the developed game. For players, the software and hardware they use can influence how close to the best possible game experience they can get. Playing on a substandard computer means that players won’t be able to experience the graphics, and therefore the environment and story, to the fullest extent possible. FREEDOM | OPPRESSION | GAMES & PLAY 48 8. DEVELOPER CENTERED BOUNDARIES In addition to these technological aspects that influence the work that can be done by the game developers, the interviewees identified another boundary that primarily affects them themselves. This boundary is closely related to the forming of the individual images of humanity by the prospective game developers as they relate to their experiences, which shape their present and future work and perception of the world and the people within it. The skills, abilities, and personal experiences of game developers are a limitation, as an individual can only work within their own field of experience and shine when they do things that they are good at. The interviewees were concerned with the limited experiences that they have had, both in life in general and in the world of game development. 9. ECONOMICAL BOUNDARIES Associated with this developer centered boundary, which is mainly concerned with the individual characteristics of persons, there are also overarching economical boundaries in the developmental process. The interviewees mainly referred to time constraints in this context. Time constraints or limitations exist in multiple ways. The objective of the game to be developed influences the development time, meaning that more elaborate games require more time investment from the developers. Depending on the approach taken by the studio or the developers, this has different consequences. If they are operating under strict time constraints, there might only be limited content which can be developed in this time. At least as long as ethical and moral standards of work are adhered to. If it is more important to develop certain content before the game's release, release times might have to be pushed back. This indicates that the objectives of development limit the developers themselves. They have to adhere to the set schedule for the game and operate within these boundaries. According to the interviewees, these plans should only take up a fragment of the actual existing time to develop and need to be complied with, as development always takes longer than expected. (UN)RESTRICTED PLAY 49 10. PLAYER CENTERED BOUNDARIES While these previously mentioned boundaries affect the general ability of developers and players to interact with and develop games, there are also limitations for and within the players themselves. The prospective game developers identified four subcategories regarding these player- centered boundaries. One limitation players encounter is access options, which includes the technology they can use to play video games, both hard- and software. While this boundary is mainly an issue faced before being able to play the game, other limitations are faced during game play, especially concerning other players. One of these limitations, as perceived by the game developers, is the physical distance between players, as they can be located all over the globe, even though they feel a lot closer to each other when playing a game together.1 Another boundary is the limit of interaction, which shapes the possibilities of interaction the players have both with the in-game world, like items, the environment, and NPCs, as well as other player characters. While interacting in the real-world, humans face a near endless array of possibilities of how to interact with each other and the world around them; however, when playing a video game, only those interactions implemented by the developers can properly be used by players. This is both a technical boundary and an emotional boundary, hugging a person who is upset feels different when touching them than it does when pressing a button to have your Avatar perform the same action in a virtual world. 1 While the interviewees also saw the possibilities of overcoming such boundaries of distance using games (see below), physical borders, especially the difference between different countries, were mentioned. The interviewees did not further elaborate on this aspect of limitations; however, one possible explanation might be that the interviews were conducted in German asking about possible “Grenzen”, which can be translated both to boundaries and borders in English. Therefore, the prospective game developers might have been referring to this other meaning of the term “Grenzen”. Another possible explanation would be the differences in culture between different countries and players in these countries. However, as the argument wasn’t elaborated further, these are only possible explanations of the perception of distance as a boundary. FREEDOM | OPPRESSION | GAMES & PLAY 50 The prospective game developers also identified some limitations on what games can impart, as not every piece of knowledge can be conveyed using a video game as a medium. At the same time, video games are underestimated by educators and the public as they can be a huge aid in trying to convey information to players. 11. LIMITS OF CONTENT Not only are the players themselves limited by certain boundaries implemented by the game developers, but these limitations also affect the content that is provided in a game. Regarding this super category, the prospective game developers identified different subcategories. One important aspect is the spatial limits players encounter while playing video games. This includes both the players’ view of the video game and the space in which they can move their avatar. The players’ view includes everything of the game that they can perceive at the moment they are playing. This space includes all the assets that have been implemented by the developers to be part of the game. Behind the borders of these spaces, there is nothing. The end of the game is another limitation identified by the prospective game developers. This means that players can only experience the amount of content intended by the game developers within the rules set by the world. Another boundary identified by the prospective game developers are the limits of experience. According to them, some experiences cannot be taught using video games and that touching and interacting with artifacts can be more beneficial to learning than sitting in front of a (computer) screen. Video games are also subject to ethical and moral limitations, which some prospective game developers view as something non-negotiable that should not be crossed, whether in real life or in the game context. One example is the possibility of exploring homophobic themes, which might be allowed in some countries but should not be part of video games. The ethical and moral limitations are influenced by both the developer’s personal background and history, as well as external organizations tasked with youth protection. (UN)RESTRICTED PLAY 51 These examples show that there are different limitations to the content in a video game. These limitations affect the players in different kinds of ways, like the choices they can make and the stories they can experience. 12. OVERCOMING BOUNDARIES While the prospective game developers identified a variety of limitations that shape video games, they also focused on the possibilities of overcoming these boundaries. This applies both to technological and personal aspects. On the most basic level, both players and developers can overcome the identified technological boundary, the limitations provided by the hardware they use, by upgrading their equipment. This allows developers to have an easier time during development and players to experience games more vividly (e.g., if they are able to play using higher graphics settings). Furthermore, players can use other technology to overcome boundaries of technology. For example, they utilize tools such as Discord (Discord Inc., 2015) and TeamSpeak (TeamSpeak Systems, Inc., 2001), to communicate with other players verbally or in writing even when the games they are playing are not offering their own measures to do so. Additionally, one of the main traits of players identified by the prospective game developers is the need to overcome boundaries set by the game developers and, therefore, the game. A reason for this need to overcome is the emotional connection players form with the games they play and the emotional investment they feel. The players want to continue playing. One way to overcome these boundaries is the creation and implementation of mods, short for modifications, which work as an expansion to a game and allow the players to add additional content to the game provided by the developers. In this step, players stop being consumers of a game but can become producers, game developers who create new game content. Furthermore, games allow different ways to overcome social limitations. For example, it is possible for players to overcome their own prejudices. Interviewees explained that people might not want to interact with others based on their looks; however, when playing, these looks become irrelevant. While other aspects of sociability, and the overcoming of FREEDOM | OPPRESSION | GAMES & PLAY 52 boundaries in this context, could be imagined, they did not come up during the interviews. However, the interviewees did mention the possibility of transcending the boundaries of one’s own experiential spaces. Games allow players a change of perspective, both on their own lives and the lives of others, which they otherwise would only experience from an outside perspective. Finally, while playing a game can bring to light the physical distance between players, as mentioned before, it also allows players to meet people from all over the world in the first place. More specifically, this means that individuals can get to know people from all kinds of cultures and classes just because they play the same game, even if there are no other commonalities. This also applies to players whose personal circumstances might not allow them to live the way they want to. In these cases, video games offer the possibility of overcoming the individuals’ limitations. In summary, video games can be an answer to the different limitations people encounter in their day-to-day life. According to the prospective game developers, players are not only aware of these possibilities, but they actively try to overcome these boundaries by developing their own content. Even the act of simply playing a game can be viewed as overcoming the limitations of their own lives. 13. DISCUSSION After presenting these different super- and sub-categories of the research, it becomes clear that the freedom experienced by both game developers and players is strongly influenced by different boundaries. At the same time, it can be seen that only a few parts of the students' answers coincide with the expected points: for example, aspects of technology were named as limitations by only one person, and the areas of ethics and morality, as well as happiness, received no attention at all. Across the four respondents, however, similar ideas of boundaries emerged, within which the respondents placed different emphasis ba