Showing posts with label game cultures. Show all posts
Showing posts with label game cultures. Show all posts

Thursday, 21 January 2010

War, scarcity and other playful things of life


Fun Inc. by Tom Chatfield was not as interesting as I hoped it is going to be. For most parts, it was telling what I already knew; that games are not played only by teenaged boys in their cellars, alone, with a blood-craving look in their eyes. No, instead they are social, reach various social layers, teach us a variety of skills from emotional to intellectual, and that also the army and the education institutions are interested in them. Fair enough, perhaps we still need such books to spread out the fact that games are not just games, but constitute a key feature of contemporary digital culture. Its not only "games" as objects or products but a whole set of patterns of behavior, gestures, affects and emotions that constitute a wider field of "gamelike" elements of which digital culture consists of. Hence, such seeming oxymorons as serious games (games used for learning or other "serious" activities like politics) are taking over. Or then casual games, used to fill in that 3 minutes you have of your personal time. I am still yet to see that perfect post-fordist analysis of the management of time and a care for the self in the context of casual gaming.

To be fair, Chatfield included some nice sections. His chapter on Second Lives pointed out the weird patterns of labour of social media platforms -- from goldfarming to such original interventions as Jeff Crouse and Stephanie Rothenberg's Invisible Thread's project that staged a virtual sweatshop on Second Life.

Thinking about gaming cultures, I was reminded of (quasi-)Zizekian ideas concerning how people want their own slavery and such social media and game platforms are good examples of such. They are both able to articulate the real world cultures of scarcity, but at time same time showing how it seems impossible to even think/desire outside such modes of capitalist scarcity. Chatfield mentions one early virtual world The Palace (1995) that was supposed to introduce a world without real life limitations. As Chatfield writes, people were not however ready for such radical ideas, "People, it turned out, were extremely attached to scarcity. They liked it so much, in fact, that not only did they prefer virtual worlds in which there were strict limits on available resources over ones in which you would simply have anything you wanted; they were actually prepared to pay money to spend time in these scarce worlds." (173) In Zizekian terms, even if such a world without limitations was somehow possible there, people did not find the needed cognitive and affective attitudes of how to cope with that. What to do with that lack of scarcity? In terms of how it articulates the artificial scarcity continuously maintained by neoliberalism, such virtual worlds become really interesting.

Finally, again from one of the better chapters, this one on the one on war, Chatfield seems to write suddenly like Friedrich Kittler. Hence, I could not resist quoting him in length (Chatfield that is):

"In this respect, it's clear that being well prepared for modern warfare shares many elements with good preparation for modern life: you need to be able to live and breathe certain kinds of software and hardware. Most of your actions are mediated by complex machines, while your sphere of power and information extends well beyond the personal space you occupy. You are a networked individual, using multiple tools, often deluged with information and options." (192-193)

Having just yesterday finally seen Gamer, something that Steven Shaviro has been going on about (and for a good reason), this description seems apt and accurate idea of some of the techno-affective links between gaming cultures and war; what Shaviro brings in his wonderful analysis of Gamer is of course neoliberalism. I cannot but warmly recommend his text on the topic.

Tuesday, 2 June 2009

Tetris: The Training Ground


I am for sure not the only one wishing Tetris a happy 25 year old birthday, but still, the game has deserved it. Its addicting, fun, and indeed: with no purpose in itself. Sounds familiar?

It's also a wonderful piece of living media archaeology, especially now in the midst of the boom concerning "casual games". That's of course what mobile entertainment was/is supposed to be, but also all those small, simple games that you can just pick up / log into, and end as casually as you started them. Like mobile games, they are meant to kill the couple of minutes between chores, the tube trip to work place, or back, or the time while waiting for your date who is late.

Casual. Does not demand much attention, but enough to keep the game going. Addictive, but to a degree that it can be indeed left alone for a while. Part of the fragmented everyday routine, so that it can add an extra scale of fragmentation and hence act as a "training ground" for the crucial skills of contemporary work sphere: flexibity, readyness for changes, quickly shifting temporalities, etc.

I would be actually tempted to exaggerate that Tetris was the first phase of this training -- not only the senso-motorial skills that it and a bunch of other early games imposed on the user; but also in terms of its place as part of the everyday media sphere. I think Friedrich Kittler referred somewhere to discos as the training ground for future wars (the ability to react to impulses, maneuver in spaces defined by quick paced sonic and visual rhythms, etc.), but perhaps Tetris and other early games were the crucial training for our computerized post-Fordist sphere. That's actually what I quite often find lacking in some of the even brilliant Italian and Italian inspired writers of post-Fordism: a meticulous and accurate analysis of the network and computer society that contributes and frames those themes that Virno, Lazzarato, Negri, Hardt, etc. are offering. I know Bifo gets closer to this topic, but I feel that on this front, there is a huge amount to be done.

As a bonus, click here for 5 classic Tetris adverts! Hilarious stuff.

See also the Guardian story on the topic.