Last week, for my “Communications Geography” class I asked students to compare the experience of watching a football game either live or on television (FSU vs BYU) to playing video games (we went on a field trip to explore the “Videotopia” exhibition at the Mary Brogan). I wanted to consider “the game” in a broader context in order to get past the real vs virtual dichotomy – to position both as cultural practices. One of the more interesting conversations we had, inspired by Laurie Taylor’s “When Seams Fall Apart: Video Game Space and the Player,” distinguished the “image” from the “interface.” The image, rooted in the history of Western perspective, asks viewers to gaze upon it – to watch. The interface, on the other hand, transforms spectators into participants by inviting them to navigate through virtual space. The image maintains the frame of the screen while the interface positions the screen as a threshold.
So, the difference between the football game and playing video games isn’t so much that one is live and the other isn’t (obviously, playing video games happens in real time). Football frames “the game” through the communal experience of an event in formation. The fans in the stand are separated from the action on the field through those same social conventions that separate the “stage” from the audience in modern theater. Security barriers (people, fences, assigned seating, etc) and multimedia components like the large screens that transform the event into a staged spectacle help maintain this separation; again, they frame the event. The video game, however, offers a collective experience of the interface through the screen-threshold. The event is the interface with the game. There is no stage, except for those embedded within the mechanics of the gameplay. Two different social practices with two different relationships between body and screen.
Play on, my friends.


