IP #2: Bogost Chapter Abstract – “The End of Gamers”

In the “End of Gamers,” Bogost challenges us to consider the future of video games and their place in society. In this challenge, he highlights that videogames are on a path to domestication, which can be valuable to society by providing predictability, access, and adoption. However, there is also a cost whereby “Domestication is violent and tragic” (Bogost, 2011, p. 151). With the domestication of videogames, we also lose some of the mystery, the power, magic and beauty of video games. Going further, the identity we associate with gaming starts to fade and the label of “gamer” will become less common, less valuable and as a result some will have their identity taken away.

Videogames, in their broad adoption, will be used in many ways by many people. With the trajectory set, the need for seeing, discussing, promoting or detracting videogames as a general construct starts to disappear. Much like movies, “blockbuster” videogames will be created, promoted and distributed to the masses. A mixed blessing emerges as videogames become commonplace, consumed by many and showing up in many forms. However, the domestication, demystification and democratization also will lead to tameness and perhaps uninteresting media. For those that seek the wild, exotic or different – the democratization of tools and distribution are still available. However, they might have to dig deeper, be more creative, more outlandish, and more shocking in order to differentiate. Just building a “videogame” or being a “gamer” won’t be enough as everyone fits those labels!

References

Bogost, I. (2011). How to Do Things with Videogames. Minneapolis: University of Minnesota Press.