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
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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.
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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 =
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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 =
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Review, Vol. 60, No. 1 (Enero), Duke University Press, URL =
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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
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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,
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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,
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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.
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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
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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).
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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.
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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
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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,
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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
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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.
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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.
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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.
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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.
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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
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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