Learning levels-up

Image supplied by: By Adam Zunder

Students at the University of Calgary may soon find themselves hard-pressed to escape the distraction of video games—even at the library. The university’s library has confirmed that it will provide students access to a variety of games on-site, in a new collection to be unveiled next fall.

The decision to include video games in a university library legitimizes gaming as a cultural medium. There are any number of reasons why video games warrant study at a post-secondary level. Today’s big-title video games feature complex soundtracks, and striking graphic work—some even rivalling that of major Hollywood blockbusters. For students of literature, animation and graphic design, video games are a profound resource to engage with first-hand.

Gaming is also closely related to issues distinct from artistic merit. Video games have always been a source of controversy, and never more so than in the last decade. Games like Grand Theft Auto have prompted sales restrictions or outright bans, sparking debates about freedom of speech and responsible parenting.

While some criticize video games as mere entertainment, it’s important to keep in mind that the material we use to entertain ourselves reveals a great deal about our values. The video games which draw the most fire are usually not violent, but sexually explicit, which says a great deal about the images we believe are the most controversial.

Similarly, the manner in which video games transcend identity—allowing an individual to become someone else—have great relevance to those studying culture. As game designers attempt to provide gamers with a variety of personalized options, including a customized appearance, experts can look to these options and consider what we find desirable, and why.

The library’s inclusion of a selection of older titles is equally laudable. Hands-on experience with classic titles enables those who study video games as entertainment to consider how technological limitations have influenced game development—and vice versa. While the era of the quarter-operated arcade game is long gone, some ubiquitous titles—like Tetris or Pac-Man—are relevant cultural phenomena.

It’s odd that the library’s decision doesn’t appear to coincide with a particular course or program of study in an official context, but many will draw on these resources in an academic context regardless.

While some may criticize the University of Calgary’s new collection, it’s encouraging that the library recognizes that playing video games doesn’t have to mean playing around.

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