BMaker11 said:
People keep giving these expanded definitions of "toy" in order to support their argument, but there's one thing everyone is forgetting to consider: context.
In the 90s, when consoles were called "toys", what were they described as? A child's play thing. Something made to be played with by kids. And that is the typical definition of "toy" when you look up the term (not the 3.b.1b definition).
This is why "designed to be played with" doesn't hold. This is why "provides entertainment" does not hold. A guitar is made to be played with, but it is not a toy. It is an instrument. A book provides entertainment, but it is not a toy. It is a book. A GI Joe is meant to be played with by kids. It is a toy, by primary definition and in conventional/practical usage. If these were all the same, we wouldn't have such vastly different ways to describe them. Think about it. When you tell kids to go to your room and play with your toys, they don't whip out Monopoly boards, DVDs, iPhones, and a copy of To Kill a Mockingbird.
So, while you guys can go ahead and give some wide ranging definition of "toy" (which then, by extension, makes everything in this world a toy), in the context of the 90s belief of "video games are toys", no, video games are not anymore. Because they aren't made to be played with specifically for kids. If you want to say they are just because you can play with them, then the next time some toddler is smashing your phone against the table, don't snatch it from them and say "this is not a toy". When a kid gets in your gun safe, don't tell them to get away and say "these are not toys".
If a toy doesn't have an objective definition (something for kids to play with) and only has a subjective one ("well...it's a toy if you derive enjoyment from it"), then you have no right to take anything away from them. It's a toy to be played with. If you take it away and say "this shouldn't be played with" then you're being contradictory to yourself because if the kid is being entertained by the above mentioned items, then they are therefore toys by your definition. Can't say "this shouldn't be played with" all the while saying toys are "things to be played with for entertainment" and then turn around and say a phone, for example, is still a toy.....even though toys are meant to be played with (but you just said the phone shouldn't be played with).
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We can't follow this path without recalling the old question about what Art is. Which is disputable still today anyway. As disputable is putting a book and a video game on the same line, no matter what. Video gamers still tend to suffer the complex of each minority, which is that of who feels him/herself "marginalized" because he/she belongs to a specific category. I think we truly need to change this mindset, because it won't lead us anywhere.
Words have meanings so, even if toys are not always "entertainment", video games are. In this regard the definition of "toy" is constraining, I agree. But Art is not always and necessaryly "entertainment". A book can be artistic and entertaining, in some cases at the same time; that doesn't mean each book is Art: it simply means Literature is.
I know the subject is quite complex and my explanations seem to take many things for granted. I apologize for that. Any attempt to elevate this medium right after depriving it of its specific peculiarities is destined to failure. The fact more and more adults started to play video games in the last twenty years, almost on a regular basis, doesn't imply any change about the essence of this medium at all, but in the way it is perceived. In other words what we're facing it's not a "technological" change but an anthropological. It says there's a segment of people out there who believe the entertainment video games are able to offer is appealing.
But it would be worthless addressing this evolution without noting how our lives changed as well. By the time online multiplayer was still a chimera, or at least a marginal phenomenon (let's say until mid/end '90 on PC, then on consoles starting with Xbox 360), the idea of video games was a solitary experience. Pong seems to say the opposite, so lots of coin-op do; but between '80 and '90, when video games became 'something', you imagined this person alone with his/her joystik (or pad) and a monitor. Any social implication was secondary in the best scenario. Nonetheless it was a time where shared experiences still meant a bit, when even the so called "dying" cinema was alive and healthy - meaning the theatre, which is its temple, was alive. Then something started to change (VHS, for istance, was a very bad news for theatre owners and lovers) and the recent success of mobile devices in the last few years reinforces the idea people are not interested in shared experience anymore. They want to play, read or watch everything everywhere but as they were at home, in their rooms.
What's the point? The point is that not too long ago the business of Zynga was way more profitable of EA's, which is not exactly a niche. Either you speak about Farmville or Battlefield, substantially, you are speaking about the same thing: entertainment. «What about ICO, Limbo and so on?», someone would justly note. Those are the proof that video games can be artistic: Art is still far. We can define a medium as a form of Art when that medium is capable of at least one essential peculiarity that defines it; the one which makes inconceivable a product from that medium in any other.
I mean, of course you can film the Divine Comedy, but there's no way what you have on pages would be the same on film. I guess someone is thinking about 'interactivity', but I'm not sure this would be enough. Not just because any remote could be interactive (too much philosophy in this observation), but because I feel something is still missing. Paradoxally "Strange Days", the movie by Kathryn Bigelow, could be the right path in order to understand how video games can become Art. At any rate, is a long way by now.