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Games: The Art of Actuality
Games: The Art of Actuality
Description
Book Introduction
As soon as it was published, it received much attention from the academic world and won the 2021 American Philosophical Association Book Award.
Thi Nguyen's 『Games: The Art of Performativity』 has been published.
Uncovering the value inherent in the unique art form of games, this book offers fresh insights that shatter stereotypes about our agency, sociality, autonomy, and beauty.
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index
Chapter 1: The Art of Actuality

Part 1: Games and Agency

Chapter 2: The Possibility of Struggle-Type Play
Chapter 3: Layers of Agency
Chapter 4: Games and Autonomy

Part 2: Performance and Art

Chapter 5: The Aesthetics of Agency
Chapter 6: Framed Actuality
Chapter 7 Distance in the Game

Part 3: Social and Moral Change

Chapter 8: Games as Social Change
Chapter 9: Gamification and Value Capture
Chapter 10: The Value of Struggle

Acknowledgements
Translator's Note
References
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Into the book
If painting records vision, music records sound, and story records narrative, then games record agency.
This will help us grow to some extent.
Just as novels allow us to experience lives we've never lived before, games allow us to experience various forms of agency we might not have discovered on our own.
However, the experiences of action formed in this way are valuable in themselves.
It's like art.

When the rules of the game tell us to pursue something, we start pursuing it.
For example, some board games instruct players to focus on collecting tokens of the same color.
Some video games instruct you to focus on jumping on and stomping on little mushroom people.
Some sports instruct you to put the ball in the net.
We allow these goals to occupy our consciousness for a moment, in hopes of reaching that precious state of immersion in play.
And the fact that game designers specify the goals and abilities that players will embrace is what makes games their own art form.

The world tells us to eat and live, so we have to find a job and pretend to enjoy it.
As the world tells us to find a partner to share our affections with, we learn to be witty, or at least how to write a convincing online dating profile.
The world demands that if you want to make a living in philosophy, you grade endless student assignments, no matter how boring they are.
So we put our heads down, work, and endure.
In games, on the other hand, we shape the very kinds of practical activities we want to engage in.

In games, values ​​are clear, distinct, and equally distributed to all actors.
But this also raises significant moral hazards.
I'm talking about all games, not just games with violent graphics.
This is precisely the danger of bringing back to reality the false expectation that values ​​should be clear, distinct, and consistent in all circumstances.
In other words, games threaten us with the illusion of moral clarity.

What we've learned here is that gameplay is, in a certain sense, the opposite of love.
Love demands a direct and irreplaceable commitment to its object.
However, for aesthetically driven players, even if they can demonstrate a great deal of dedication to in-game goals on a case-by-case basis, they should generally be indifferent to those goals. (That's probably why we say "don't play games with my heart.")

To experience a conversation, you must look at it from the front.
It is not enough to just look or smell from behind.
The rule that a painting must be viewed from the front reveals something important about what a painting is.
That is, it is more than just a material thing called paint on canvas.
The fact that these rules are public and commonly observed in social practice makes possible a certain communal experience.
Games are also this type of work, with one foot in material and the other in social practice.

Institutional theory of art basically explains that 'art' refers to what the social and historical institution called the art world says is art.
This seems to be close to the sociolinguistic truth about how we use the term 'art'.
But relying on these explanations doesn't get us to the heart of the really important question.
When people ask urgently whether video games are art, they are not asking whether any particular social institution has actually embraced games.

Games can create alternative social arrangements and alternative political structures.
For thousands of years, games have forced us to explore designed social structures.
It could even be said that games are the original social art.
This is one of the reasons why I think it's so important to look at a wide variety of games, including multiplayer games, board games, party games, and more.

How can I compare the happiness my son would feel if I took a day off work to take him to the zoo with the value of spending that day studying? And how can I compare these values ​​with the importance of participating in protests against the unjust detention of immigrants? The values ​​I place on family, philosophy, and various political agendas are all extremely difficult to compare.
In games, there is little difficulty in reconciling multiple values.
In many games, there is only one goal.

Discussions about the ethical significance and social risks of games have primarily focused on whether games contain violent or sexual content.
I'm far more concerned that games and game-like systems encourage the unreflective pursuit of simplified, quantifiable goals.
I'm more worried that games will breed Wall Street speculators than serial killers.
--- From the text

Publisher's Review
Are games really such a foolish waste of time?

Compared to other activities, games seem secondary.
All it takes is hours of intense concentration and effort to beat each other in some rigged activity designed by someone else.
For example, some video games instruct you to jump on tiny mushroom people and trample them without mercy.
Then we get caught up in the task, trampling on it faster and more than anyone else.
Wouldn't it be better to do something more productive during that time? Like studying, reading, going to an exhibition, or listening to music.
However, according to the author, this is a misunderstanding that arises from overlooking the game's unique motivational structure.
If we understand the unique nature of games, we will realize that games, like art or music, are an art form that can be beneficial to our lives.

The range and types of games the author covers in this book are wide.
Includes in-depth case studies of computer games, team sports, solo sports, board games, card games, party games, tabletop role-playing games, and action-based role-playing games.
However, it does not cover all types of gameplay.
It focuses on play, or ‘aesthetic struggle play,’ which is key to revealing that games are acts of art and social art.
'Struggle-style' play, simply put, refers to play in which the true purpose of playing a game is not winning, but the process of playing the game itself.
For example, when we play a mafia game, our real goal is to have fun together.
The important thing to note here is that for a game to be enjoyable, you must genuinely pursue the temporary goal of winning.
The greatest pleasure in the game "Twister" lies in the "failure" where everyone loses their balance and collapses, but to experience that desired failure, the player must pursue "success" with all their might.

Previous discussions on the claim that games are art have mainly focused on proving that games can provide the aesthetic and artistic value that other types of art can provide.
The author's approach is different.
Games, he argues, are not only like traditional works of art in many ways, but also offer a unique aesthetic experience that other arts cannot.
For example, if music is an art that uses 'sound' as its medium, then games are an art that uses our 'activity' as its medium, and game designers are artists who use this to create temporary practical acts and practical environments.
Through games, we can embody the agency that game designers have inscribed into the game and develop appropriate agency and autonomy.
For example, playing Tetris can teach you the act of quickly packing for a trip, and playing Spyfall, where you have to figure out who the spy is through questions and answers, can teach you the act of distinguishing truth from nonsense.

Furthermore, the author focuses on the social and moral consequences of these games' behavioral manipulation capabilities, and discusses the immense promise and threat that the very act of using agency as a medium confers on games.
In the author's view, the issue of violence and sexual representation in games as a social problem is a narrow one.
A major threat arises when the simplification and moral clarity promised by games transfers to the real world.
We're already accustomed to gamifying our daily lives and instrumentalizing our life goals.
Health apps quantify your daily step count, compare it to others, and offer rewards and competitions.
Uber rewards drivers who drive more miles with badges, and Disney is known for gamifying customer service.
These explicit gamification systems have already been adopted by companies like Amazon, as well as social media platforms like Facebook and Twitter.
The number of citations and impact index of papers that follow scholars' academic activities seem like game scores.
The author argues that while all these characteristics are crucial for the behavioral fluidity of games, they can lead to moral and social disaster in the real world, and that aesthetically strenuous play is the antidote to the illusion of moral clarity that makes life a game.

So, are games just a waste of time, or are they an art form that helps us move through life with a lighter step?
As author and translator Gatja Behrens puts it, “To see if Nguyen’s ideas about agency are right, you probably have to play the game.
Instead of struggling to win, enjoy the struggle as you learn in this book.
I hope that you will join us, using this book as a guide.”
GOODS SPECIFICS
- Publication date: December 29, 2022
- Page count, weight, size: 376 pages | 400g | 124*188*23mm
- ISBN13: 9791189356897
- ISBN10: 1189356899

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