Video games and the engaged citizen: On the ambiguity of digital play

Publication date

2025-01-01

Authors

Hoofd, IngridISNI 0000000363539778

Editors

Advisors

Supervisors

Document Type

Part of book
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License

cc_by

Abstract

This chapter questions how video games may aid civic engagement by youths. It does so by critically examining recent empirical fijindings on this topic, noting that such fijindings are often couched in a too optimistic view of the possibilities for civic engagement through games. It backs up this claim by connecting digital play with informational capitalism, proposing that this analytical connection should be complemented by foregrounding the subversive origins of play as a ‘challenge’ or ‘duel’. The chapter ultimately suggests that play carries radical potential in terms of a transgression of oppressive social structures, but that this potential can only be tapped by pushing playful engagement beyond the logic of the cybernetic control mechanisms on which it is currently predicated.

Keywords

Baudrillard, Civic engagement, Cybernetics, Informational capitalism, Serious games, General Social Sciences, General Arts and Humanities

Citation

Hoofd, I 2025, Video games and the engaged citizen : On the ambiguity of digital play. in The Playful Citizen : Civic Engagement in a Mediatized Culture. Taylor and Francis, pp. 138-155. https://doi.org/10.5117/9789462984523/ch07