To establish that games as praxis, this study explored the three disciplinary identity perspectives determined from authorized, recognized and developed process. First, to determine if the game recognized as praxis by the institution, the position of the game in the knowledge classification standards was analyzed. As a result, the game could be authorized as praxis by university and institution, because there are some possibilities of the game as praxis, such as high art, play. Second, to determine if the game recognized as praxis by the public opinion, the coverage of game-related news in the national-wide daily newspapers in South Korea were analyzed with moral discourse perspectives. In the comparison of the media coverage patterns of moral discourse, these similarities, such as media attention, moral panic tsunami, media panic, goldilocks effects were discovered. Lastly, the results of the analysis of whether a strategy for promoting reflective thinking specifying praxis is deduced a positive learning outcome (the analysis was performed to determine if the games have developed into praxis) was conducted. As a result, it was concluded that the characteristics of the game media are suitable for reflective thinking. By combining the preceding, it can be claimed that the identity of games is closer to praxis than to poiesis.