The New Inquiry published a review by Michael Thomsen of my latest book How to Do Things With Videogames. It's just the kind of review an author hopes for: fair, thoughtful, based on a thorough reading, and full of new ideas and observations. I'm grateful to Thomsen for writing it.
Thomsen raises an objection that I've been waiting for and expecting, and his review gives me a chance to respond to it:
Videogames aren't a medium, but a subset of a medium, in the same way that long-form fictional cinema is a subset of the medium we might call "film." Videogames contain an appreciable microecology of uses while being only a part of the larger medium of interactive systems, a category which includes Microsoft Office, browsers, and social networking systems.
It's a reasonable claim: videogames are a kind of interactive software system. That's true. And, we can talk about software as a medium too. Or about computer hardware in general. Or about particular computer hardware, like the Atari VCS. Such is the power and weirdness of McLuhan's idea of a medium, particularly as I see it through the lens of object-oriented ontology: it's all-inclusive. It's fractal. It's non-hierarchical. Television, after all, could be called a kind of film, or film a kind of photography. Making such claims both opens and closes different perspectives for analysis.
The media ecological argument I present in the book makes a case for construing videogames as a medium precisely to combat the perception that videogames come in one flavor or kind, akin to "long-form fictional cinema." I make a case for the unique features of videogames, which doesn't take anything away from other takes on that medium, or any other. Part of the project of media ecology involves choosing what we choose to pay attention to as a medium, and then making good on that choice.
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