Blog Post #2
In his essay, The Rhetoric of Video Games, video game designer and cultural theorist Ian Bogost challenges the typical interpretation of the idea of “play”. While play is commonly regarded as an activity of leisure and the complete opposite of a serious task, Bogost thinks of it as a more laborious concept. He quotes Eric Zimmerman and Katie Salen’s definition of play: “Play is the free space of movement within a more rigid structure” (2657). He introduces the image of children on a playground and explains how they can adapt to their environment and create new games and rules based on the limitations of that environment. The rigid structure is the playground and how the children interact with this environment is the play. In short, the children can work their way around the fixed rules of the playground. When playing, children can “renegotiate their relationship with a possibility space” (2657). In the context of a video game, the “possibility space” is the set of all possible outcomes from a fixed set of rules.
Bogost places this idea in the context of literature, where the “possibility space” can be the opportunities for expression formed by the rules of composition. Even if there is a rigid structure, such as that of a haiku, artists still explore different possible arrangements within the framework of that structure. They are simply playing within the restrictions of their form. Some artists have also changed the possibility space for literary expression by inventing or reworking concepts rather than adopting ones that were already in place (2657). This was seen in the artistic movement known as Oulipo in the mid-twentieth century, whose members are credited with the invention of new forms of literary expression such as the palindrome and the lipogram. Through their interactions with the rigid structure of literary expression, the members of this group created meaning by exercising free movement, similar to children inventing games on a playground.
This exercise of free movement can also be applied when playing video games. A player can produce a series of different arrangments within the system of a game, most likely to assign meaning. The nature of video games can be representative of real-world topics, and by utilizing the possibility space, players can discover new ways to explore these topics. This can be done for real-world issues and literary expression. By moving through the free space, or simply “playing”, we can learn to assign meaning.


