segunda-feira, 8 de junho de 2026

Understanding games as media: from McLuhan to Flanagan

The understanding of games as a media phenomenon finds one of its foundational theoretical milestones in Marshall McLuhan’s seminal work, Understanding Media: The Extensions of Man (1964). In the chapter dedicated to the subject, titled "Games: The Extensions of Man", McLuhan proposes a rupture with the trivialized view of play, elevating games to the same epistemological status as any other medium of communication. According to the author:
games are popular art, collective social reactions to the main drive and pressure of any culture. Games, like institutions, are extensions of social man and of the body politic, as technologies are extensions of the animal organism (MCLUHAN, 1964, p. 235).

This definition articulates two essential theoretical movements. The first concerns the collective and participatory nature of games: unlike other media, the game presupposes the subject's active adherence to its formal structure, what McLuhan terms interplay, meaning the dialogic quality that transforms the game into a system of symbolic exchanges among participants (MCLUHAN, 1964, p. 242). The second movement refers to the modeling function of games in relation to the culture that generates them; as the author notes, "games are faithful models of a culture. They incorporate both the action and the reaction of whole populations in a single dynamic image" (MCLUHAN, 1964, p. 235).



In this sense, the game does not represent culture from the outside; it is culture in operation, codified into ritualized rules, tensions, and resolutions. McLuhan articulates this thesis within his broader conception of media as extensions of the human body and mind. Every medium prolongs a human faculty: the wheel extends the foot, the book extends the eye, and games, as media, extend the social nervous system, offering models of collective participation that escape the fragmentation of specialized labor. This is precisely why the author states that "games are situations contrived and controlled extensions of group consciousness, which permit a release from customary patterns, as if society were holding a conversation with itself" (MCLUHAN, 1964, p. 244).

This perspective finds contemporary resonance in the work of Flanagan (2009), who situates digital games within the broader framework of hegemonic cultural media. Flanagan points out that digital games can be considered a contemporary medium, and that computers and video game consoles have become a highly significant cultural vehicle, reaching diverse audiences across different economic and social classes, ages, and genders (FLANAGAN, 2009, p. 1). The convergence between McLuhan’s and Flanagan’s theses lies precisely in the affirmation of the game as a mass communication system, not merely by the volume of transmitted messages, but by its capacity to engender forms of cultural participation and identification on an expanded scale.



References:

FLANAGAN, Mary. Critical Play: Radical Game Design. Cambridge: The MIT Press, 2009.

McLUHAN, Marshall. Understanding Media: The Extensions of Man. New York: McGraw-Hill, 1964.