The book is a sustained defense of the value of games and game-playing, from several perspectives. The book says that:
- Games are the art form of agency. Game designers don’t just create environments and obstacles. They set our goals in the game and our abilities; they create the agency which we will inhabit in the game.
- Games can work in the medium of agency to create aesthetic experiences of acting and doing. They can offer us crystallized, designed, and refined versions of our everyday experiences of practicality.
- One way that games are satisfying: they let us inhabit a world that’s easier to make sense of, one in which the values are clearer, simpler, and easier to apply. Such games offer us are rare experience of clarity of purpose. They are an existential balm against the rest of our lives, which are full of a plurality of subtle and competing values.
- This also leads to a danger: games can seduce us into expecting that simplicity elsewhere. They can serve as a morally problematic fantasy of clarity.
- The fact that we can play games teaches us something remarkable about ourselves. We have the capacity submerge ourselves in alternate agencies, to slip in and out of temporary agencies. We can take up ends that we don’t usually care about and dedicate ourselves to them, for a time. We can adopt different modes of thinking, acting, and deciding. And then we can put them all away when then game is over. Games teach us that our agency is notably fluid.
- A big bonus: it turns out that stupid drinking games and party games are incredibly important to understanding the nature of our own practical rationality and agency.
- Just as narratives are a technique for writing down stories, games are a technique for inscribing and preserving modes of agency. With them, we can create an archive of agencies – we can experience different ways of being an agent. Games are a technology for us to help develop each others’ autonomy.
- The book offers a unified account of the art form of striving games. It discusses, under a single conceptual umbrella, computer games, board games, card games, party games tabletop role playing games, live action role playing games, and sports. (There are many other sorts of games besides striving games, however, and the book doesn’t purport to cover them all.)
- Also: discussions of the aesthetic ontology of games, the nature of interactivity in games, a taxonomy of game types, and a comparison of games to contemporary practices of relational aesthetics and social practice art.