Category Archives: games

New Course: PHI 194 Sports, Games, and the Meaning of Life

In Fall 2025, I am debuting a new course: Sports, Games, and the Meaning of Life.

Course Description:
Every human civilization and culture have something like sports and games. What does that tell us about the role that sports and games have in being human? Their role in civilization and society? Who are we when we play games? What do we know and how should we behave when we play? This course introduces you to the study of philosophy through an examination of sports and games and their role in creating a meaningful life.

Tentative Course Outline:
Part 1: What are Games? What is Philosophy?
Part 2: What is the Meaning of Life?
Part 3: What does playing games tell us about agency and the self.
Part 4: What does playing games tells us about ethics
Part 5: Is life just a game?

For current ASU offerings: https://catalog.apps.asu.edu/catalog/classes

This course can be used as an elective in ASU’s Sports, Cultures and Ethics certificate.

The course has ASU’s Humanities, Arts and Design (HUAD) General Studies Designation.

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ASU Course: “Games, Utopia, and the Good Life”

In the Spring 2020 semester, I’ll be teaching a Discovery Seminar called: “Games, Utopia, and the Good Life”

Discovery Seminars are small, 1-credit courses offered by The College of Liberal Arts and Sciences. They are exclusively for first-year students, offering these students the opportunity to have an engaging, small class seminar experience.

The description for my seminar:

What would you do in Utopia? In his classic The Grasshopper: Games, Life and Utopia, Bernard Suits argues that with all our needs satisfied, we would play games. Through a close reading and shared inquiry, we will explore Suits’ account of the nature of game-playing and its role in a meaningful life.

If you are a first-year ASU student, talk with your advisor about signing up for this course.

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Examined Sport: The Ethos of Games

In this episode of Examined Sport, I discuss Fred D’Agostino’s “The Ethos of Games.” In this 1981 paper, D’Agostino critiques Formalist view of games and defends an alternative theory we call conventionalism.

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Examined Sport: Bernard Suits’ “The Elements of Sport”

In this episode of Examined Sport, I examine Bernard Suits’ “The Elements of Sport.” This 1973 essay applies Suits’ definition of game-playing (see the “What is a Game?” episode) to sport.

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Examined Sport: Bernard Suits, “What is a Game?”

In this episode of Examined Sport, I examine Bernard Suits’ “What is a Game?” Suits presents his influential definition of game-playing in this discipline-defining article first published in 1967.

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Crash Course: Games

There’s a sweet spot at the end of the day between not being quite focused and energized enough for reading but still not quite ready to shut down for some mindless TV. I fill this some days by watching things like TedEd on YouTube. Recently, I came across John Green’s Crash Course channel: a wide-ranging short format educational video series. (Side note on Green: he writes bestselling books especially beloved by teenage girls, he is the leader of Nerdfighters, and is a huge Liverpool fan. A man of many talents and interests.)

I started watching Crash Course’s series on Games hosted by Andre Meadows.  Its primary focus is on video games, but the introductory course starts with the question of “what is a game?” As a philosopher, I was really curious how they would approach this.

Meadows starts where many would start: the dictionary. I don’t like starting there. Dictionaries are great for capturing usage, but that’s not the same as defining the concept (see my introduction of Defining Sport for more of my thoughts on that). Nevertheless, the goal in this video is not necessarily the conceptual or philosophical definition, so I’ll grant Meadows some slack there.

The dictionary definition he quotes is: “a game is a construct that organizes play through a series of rules, for the purpose of achieving a set of goals, overcoming an obstacle, and/or obtaining an objective.”

As Meadows says, that’s a decent definition. Indeed, it looks a lot like Bernard Suits’ well-known definition: “To play a game is to attempt to achieve a specific state of affairs [prelusory goal], using only means permitted by rules [lusory means], where the rules prohibit use of more efficient in favour of less efficient means [constitutive rules], and where the rules are accepted just because they make possible such activity [lusory attitude]” (The Grasshopper).

Suits’ definition is a standard in philosophy of sport (though it has some issues) and personally the philosophy nerd in me would have liked to see the Crash Course video engage more in some of the questions and issues raised both by Suits’ definition and Suits’ discussion of games. But that’s probably more than the course needed or wanted.

Meadows’ dictionary definition is missing a few key elements. Meadows notes this with his discussion of entertainment and its role in defining games. Now, depending on what he is getting at with entertainment, that might be captured by the placing of games in the genus of organized play. We can see that, I think, in his discussion of noted game developer Chris Crawford’s analysis of games as a kind of interaction with a ‘play thing.’ Crawford, as Meadows tells us, starts with the play thing: the object with which one interacts and entertains one’s self. Add goals, challenges, and a kind of conflict and you get a game. The core idea starts with the goal of entertaining one’s self through a kind of play. So, by making ‘game’ a species of organized play, the entertaining aspect seems already to be there.

I like that Meadows makes a point of explaining that play has to be voluntary. You have to want to play or it’s not play. However, he makes what I consider to be, an all too common, error when he says, “Voluntary participation is essential. Otherwise, it’s work.” Voluntary participation is essential to play and games, but it’s also essential to work: otherwise we are talking slavery. The Work/Play relationship and distinction is a fascinating one. I think it is often also a confused one. While it is true that work comes with obligations and restrictions we might not otherwise choose in isolation, we still are choosing them as part of the package of choosing to work (and what work and how we approach our work, etc.).

One key element that the video misses—though I think Meadows’ discussion implicitly is trying to get at—is the notion of the lusory attitude. The lusory attitude, as first set out by Suits, is our attitude of accepting the rules, challenges, goals, restrictions of the game. Namely, we accept these for the sake of the game itself – as opposed to accepting them for some other purpose external to the game. Here’s an example that comes up frequently in my classes. War has many features that might make it look like a game: there are goals, there are rules, there are challenges. I always have a few students who want to make the case that war is a kind of game. One of the reasons why this fails though is that participants are not accepting the goals or the rules of war in order for there to be a war. The war exists for the goals; while in games the goals exist for the game. In particular, the rules of war are accepted by the participants for the sake of something else such as morality or law. They are not accepted in order to make war possible: that would be really disturbing. In games, though, we accept the rules, the constraints on behavior, just in order to make the game happen. This is the lusory attitude. (This is why, in part, Katniss is not in a game in the Hunger Games, she is just trying to survivor a cruel and sadistic regime.)

Because we are talking about an attitude, this does make identification of games a little tricky. If you have the right attitude, war (or the Hunger Games) can be seen as and treated as a game. I see this as an advantage for the definition, however, since I think it better captures the reality of games. There are those who treat and engage in war or other activities as if they are games—and so, their actions and behaviors can be explained and understood in similar ways to those who are engage in more standard games. And when someone treats standard games as life and death, or as externally imposed, then it is harder to compare those participants’ actions and behaviors to normal game players. So it makes sense to put these under different conceptual headings at least in part because of the different attitudes.

The video ends with a discussion of value of games and game play. There is a lot good stuff here (maybe I’ll blog about that later), and the rest of the series is an informative and entertaining history of video games. I highly recommend it.

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Teaching Economics of Sports: The Big Leagues

From time to time I invite colleagues to write a guest post for The Sports Ethicist. In this post, I asked my ASU colleauge, Brian Goegan, to write about a model he uses for teaching “Economics of Sports”. Brian is a Clinical Assistant Professor in the 
Department of Economics here at ASU and uses this fantasy-like game to teach the his students about the economics of sports. If you are an ASU student and interested in sports, you should look into taking this course (as well as my Sports Ethics course).

The Big Leagues

Sports provide an endless number of great examples that can be used in the economics classroom, and countless teachers have drawn on them for a wide range of courses and topics. But for a class on the Economics of Sports, I thought I’d try making the example the lesson. In fact, I have built a syllabus which revolves almost entirely around an elaborate simulation of the sporting world which I call The Big Leagues.

In my section of 68 students, we have organized into 30 teams, each owned by a group of two of three students. In their groups, students must manage their franchise, making decisions about where to locate, how big and how nice their stadium should to be, what strategy to take to win games, what prices to set, and what coach to hire. As a league, students must also grapple with a Players Association and vote on the rules which will govern their league. All the while, they need to manage their books, and make sure they end the game with enough profit to buy their grade for this portion of the class.

By acting as the owners, students end up experiencing the lessons they’d learn from a Sports Economics class first hand. Leagues collude to keep player salaries down, and are combated by the players’ union that threatens to strike. When the league is dominated by one or two teams, and matches are no longer competitive, fan interest (and TV revenue) declines. My game also allows owners to dope their players in secret, boosting their performance at the risk of being found out, and each semester I get to see an institution deal with the fan and media wrath after a huge swath of players get caught, voting to impose fines and punishments on each other. They also have to work through complicated formulas and gut instinct to figure out what the profit maximizing prices for their tickets and luxury boxes are, the bread and butter of any good economics class.

The list of complexities goes on and on. Stadiums degrade, players develop across seasons, owners choose actions which influence both of those things, players have ‘suits’ which have combination effects when put on a team with other players, teams can field substitute players, different general managers and different coaches enhance different strategies both for profits and for wins, and contracts with players can include different clauses that give the teams different options down the road. The rulebook for The Big Leagues is 21 pages long, but as one of my students put it recently, “the more you play the smaller the game gets.” In other words, it is a lot easier to understand that it sounds. To make sure they get all the lessons the game has to teach, I devote about 50% of my class time to it. The other 50% is devoted to linking up their choices and outcomes in the game to the real world.

Given its complexity and startup costs, I wouldn’t expect a lot of instructors to adopt the game. And that isn’t even mentioning all of the spreadsheet maintenance and troubleshooting needed to keep the game running from season to season. What I can report though is its effectiveness. Like the proverbial frog in boiling water, little economic lessons are incrementally imparted with every decision the students make in the game, and they barely realize how much they’ve learned until I point it out to them. And given my discipline’s disinterest in finding alternatives to the lecture-based format, they also find it to be a refreshing change of pace.

If you would like to learn more about The Big Leagues, please feel free to contact me at brian.goegan@asu.edu.

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The Sports Ethics Show: Blown Calls and Technology

Seth Bordner of The University of Alabama talks with Shawn E. Klein on The Sports Ethics Show about the problem of officiating mistakes in sport and how technology can and should be used to prevent and correct these mistakes.

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The Sports Ethics Show: Pushing the Line: How far is too far?

New Sports Ethics Show Episode

How far is too far in the pursuit of victory? Great athletes push on the norms, rules, and boundaries of their games. This is part of what allows them to achieve excellence, but it also sometimes leads to crossing the line. Jack Bowen, blogger at the Santa Clara University Institute for Sports Law and Ethics blog, and Shawn Klein discuss several cases at the boundaries of the rules of sport: icing-the-kicker, non-traditional formations in the NFL, and “Deflation-gate.”

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The Sports Ethics Show: Are Video Games Sport?

In this episode of The Sports Ethics Show, Joey Gawrysiack (Shenandoah University) and I discuss whether video games can be sport. Can video games be considered Sport? A controversial question because it raises questions about the nature of sport and the nature of video games as well as the value of each. Dr. Joey Gawrysiak of Shenandoah University joins the show to discuss the ways in which we can understand video games as sport.

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