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Philosophical Investigations into what is a video game
So, what actually is what is a video game? What are we really doing when we sit down to play one, and honestly, where is the actual value in all of this?
How does philosophy even find its way into the code of these games?
I figure since there are so many different branches of philosophy trying to tackle these kinds of questions, we might as well try our hand at it here too.
Looking back at the first two decades of the 21st century, the massive explosion in tech and the gaming industry itself has paved the way for a whole new category of speculative and reflective games—titles specifically designed for players looking for something a bit more intellectually stimulating. Modern culture has already started to embrace these virtual worlds and digital simulations as legitimate, and often preferred, alternatives to traditional media formats.
There’s this fascinating question raised in an essay by the Italian philosopher Stefano Gualeni regarding whether these worlds—both through their self-reflective qualities and as standalone environments—can be understood as philosophical artifacts. He suggests that we can fruitfully explore, and maybe even answer, this by looking at philosophy through its core mission: directing thought toward examining the very validity and possibilities of thought itself.
In a similar vein, philosophers of language have spent ages trying to weigh the validity and accuracy of using language—specifically text—to frame and convey thoughts, leaning on the old idea that language, especially the written word, holds a privileged, if not exclusive, relationship with how we think.
One of the early 20th-century thinkers who really pushed back against that unquestioned link between thinking and writing was Ludwig Wittgenstein.
From that viewpoint, you could argue that focusing solely on linguistic ways to mediate thought shows a certain numbness in Western philosophy; it fails to account for the specific constraints that this particular medium imposes on the flow of arguments and ideas, which ultimately leaves philosophers somewhat ill-equipped to appreciate the fun, untapped potential of alternative ways to communicate philosophical thought.
So, once we recognize those inherent limits of relying on language alone to carry thought, 21st-century philosophers have this incredible opportunity—through game design and the interactive experiences of virtual worlds—to challenge the long-held assumption that written discourse is the only context where philosophical thought can emerge and grow.
The notion that virtual worlds could be accepted as interactive arguments, academic outputs, or critical artifacts isn't some new fad; it's been firmly rooted for at least a decade now.
And if philosophizing within and through virtual worlds has already opened up new ways of thinking and new avenues of research, then I think we should open up the conversation ourselves:
- what is the greatest potential in the alliance between video games and philosophy?
addx? 😉)
