"GETTING SERIOUS ABOUT GAMING..."
By: Shelley Jane Graff
By: Shelley Jane Graff
Considering
the fact that video games are a development of very recent history, then it
would seem that the notion of using these “games”—these “toys”—in such a way that
attempts to maximize their potential would result in a premise that is bound to
come off sounding somewhat odd, or “off.”
Yet, as similar digitally based interactive systems of communication continue
to play an ever-increasing role in our society, in both the practices of the
general population/society, and in the American government administration’s affairs—including
those of national security; it is becoming easier to intellectually grasp the enormity
of the field of computer technology and to recognize the gravity surrounding the
extraordinary potential that resides within its future development.
While nothing about
conceptualization of the “progress” of technology is necessarily “easy” to
comprehend, the idea proposed by Bogost in Persuasive
Games arguing for the use of his concept of ‘procedural rhetoric’ to design
politically motivated “video games” may initially come across as sounding a tad
strange, but ends up being shockingly agreeable. Bogost
seems successful in making one thing quite clear—computers and the digital
realm possess a colossal—if not conceivably unlimited—amount of potential. So, it seems entirely fair that—video games, and
their status as being their own ‘kinds’ of computer based technology, should be
critically examined with every bit as much seriousness as other recognized, major
communications tools of the modern day.
Indeed,
there is a complexity to experiential learning that positions the learner in
such a way that any attempt at articulation of the issues would wither and fail
to ever do the actual experience any real justice. These “games” are arguably responsible for
breeding another sort of existence: a realm for the simulation of experiences. Potentially, they have the capacity to become
a legitimate scientific tool in which the academic is able to deal directly
with the hypothetical and situational intricacies involved in
political discourse —versus being dependent on the “factual accounts”/generally
agreed upon historical account of the culturally specific and statistically
limited results of isolated events on a worldwide scale. Or, as Bogost writes, " "When
we interrogate political issues as procedural systems--as the emergent outcomes
of interconnected, independent rules of cultural behavior--we can gain a unique
perspective on such problems." (p. 98)
*[Word
Count = 348 words total]
*(VIDEO: Stephen Colbert, on his show The Colbert Report, speaking with Bruce Bueno de Mesquita--a professor/author on 'game theory;' talking about his experience working with 'game theory' as it applies to making predictions about the current geopolitical realm. Clip from www.comedycentral.com.]
The Colbert Report
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