nations, spaces, and ruling serious games
TRANSCRIPT
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
1/78
Nations,
Places,
and
Ruling Serious Games
Bruce Caron
Winter 1992
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
2/78
Frontispiece
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
3/78
EudoxiaIn Eudoxia, which spreads both upward and
down, with winding alleys, steps, dead ends, hovels, acarpet is preserved in which you can observe the
citys true form. At first sight nothing seems toresemble Eudoxia less than the design of that carpet,laid out in symmetrical motives whose patterns arerepeated along straight and circular lines, interwovenwith brilliantly colored spires, in a repetition that canbe followed throughout the whole woof. But if youpause and examine it carefully, you becomeconvinced that each place in the carpet correspondsto a place in the city and all the things contained inthe city are included in the design, arranged
according to their true relationship, which escapesyour eye distracted by the bustle, the throngs, theshoving. All of Eudoxias confusion, the mulesbraying, the lampblack stains, the fish smell is what isevident in the incomplete perspective you grasp; butthe carpet proves that there is a point from which thecity shows its true proportions, the geometricalscheme implicit in its every, tiniest detail.
It is easy to get lost in Eudoxia: but when you
concentrate and stare at the carpet, you recognizethe street you were seeking in a crimson or indigo ormagenta thread which, in a wide loop, brings you tothe purple enclosure that is your real destination.Every inhabitant of Eudoxia compares the carpetsimmobile order with his own image of the city, ananguish of his own, and each can find, concealedamong the arabesques, an answer, the story of hislife, the twists of fate.
An oracle was questioned about the mysteriousbond between two objects so dissimilar as the carpetand the city. One of the two objectsthe oraclerepliedhas the form the gods gave the starry skyand the orbits in which the worlds revolve; the otheris an approximate reflection, like every humancreation.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
4/78
For some time the augurs had been sure thatthe carpets harmonious pattern was of divine origin.The oracle was interpreted in this sense, arousing nocontroversy. But you could, similarly, come to the
opposite conclusion: that the true map of theuniverse is the city of Eudoxia, just as it is, a stainthat spreads out shapelessly, with crooked streets,houses that crumble one upon the other amid cloudsof dust, fires, screams in the darkness.Italo Calvino Invisible Cities
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
5/78
Nations, Places, and Ruling Serious Games I1
This bias towards the temporal ... is an instanceof what Soja (1989) has termed the suppressionof space in social theory. As he demonstrates,both positivist and Marxist historians andsociologistswith the exception of Canadianeconomic historian and communication theoristHarold Innis, who is not mentioned in hisaccount, and subsequent thinkers influenced byhimhave tended to privilege historicaldeterminations in the interpretation of societyand culture, and to render spatial determinantsas both static and secondary. (Berland, 39)
Part One: The Problem of Place
The Problem of not Problematizing Place
The human sciences have not problematized space sufficiently.
We lack a fundamental understanding of the spatial qualities of action,
and of the historical processes that produce places we call nations. I
find it curious that even theorists, such as Foucault, Bourdieu, andGiddens, whose work rests directly upon the spatial order of actions
and institutions, have failed to significantly address the
epistemological and historical processes that underlie our concept of
space.
The modernist notion of space, of a vacuous undifferentiated
universe where physical and metaphysical laws apply uniformlythe
space of experimental reason that defies local aberration; the space of
truthstill underpins critical social theories long after these have
problematized spaces younger sister: time. At the drawing boards of
national histories, time is the chalk, but space is the board itselfall
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
6/78
Nations, Places, and Ruling Serious Games I2
histories take place and make time; these are the body and the
life-narrative of nations.
To speak of a modernistnotion of space suggests alternative
notions. Pre-modern and extra-modern come to mind, if one
wishes to again to temporalize modernity. But then that which is
extra-modern not only exists outside the time of modernity, but alsooutside its space. In it universalizing narrative of (evolutionary)
development, modernity has defined itself as a time in advance of
other times. So we find stone-age peoples in the Philippines, and a
pre-industrial third-world advancing (or not) upon the atomic clock that
has passed now from London to New York to Tokyo. All this talk of
time, and silence on space. The post-modern historicization of
modernity problematizes its control over the clock, but we have yet to
address modernitys death grip on space.
In The Order of Things, Foucault reminds us of a place in time
where all things existed in a patterned order somewhat like the carpet
of Eudoxia. I am not simply saying that people conceived of time and
space in this fashion, although this is sowhat I wish to show is that a
universe so conceived allowed people to live in places (also imagined)
that were astoundingly different from the spaces of modern nations,
and that the process of nation formation was necessarily preceded by
the epistemological shift which Foucault described (although again not
sufficiently in it spatial nature).
The co+incidence of this epistemological shift with the early
reformation in Europe and the initial opening up of the New World; withthe founding of universities in Paris and Oxford, and, subsequently, the
particularist speculations of Ockham at Paris and the vernacular de-
ritualization of praxis by Wycliff at Oxford; with the musings of
Copernicus and the decentering of the Earth; with the invention of
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
7/78
Nations, Places, and Ruling Serious Games I3
cross-ocean navigation technologies and the maps these explorations
required; and with the need for accurate survey technology to
articulate land holdings in new colonies, and the effects of cultural
decentering because of travels to new worlds (to other places)
particularization re-places similitude in the natural sciences, and
relativization re-places cosmic order in the physical sciencesall ofthis occurs centuries before the modern nation is announced, but also
happens in those very places where the nation-state is to be
conceived.
I dont have a blow-by-blow description of the transition from the
epistemology of place-as-microcosm to that of space-as-empty-and-
uniform. But it is relatively evident that the latter formed the
epistemology upon which the nation rests. The task becomes that of
critically revaluing our theories to uncover these spatial
epistemological assumptions, and then forging a spatially self-
reflective critical theory that will allow for the problemization of place
in ethnographic work.
From Places to Nation Spaces
Turning now to the uniform space of nations1, two spatial
processes seem to be working in the creation of nations. The first
process in the spatial consummation of the nation is a process I will
call interiorization. This is the emptying out of pre-existing places
within the nations bordersthe absolute destruction in place and
memory of the sui-generis distinctions that formerly articulated
localities. These distinctions are elided together with the verbal
(dialectical) distinctions that once marked them. National languages,
enforced through national education systems, erase local knowledges
1Nations are always plural. They were and are created within a spatial grammar of
contraposition.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
8/78
Nations, Places, and Ruling Serious Games I2
and those pre-existing customs formerly used to distinguish among
localeslocally exclusive festivals, for one example, local laws for
another.
A totalizing uniformity of space is created within the borders of
the nation. Transportation and communication links are established.
Internal boundaries are suppressed and interior-travelthe newpilgrimage which Anderson describesis promoted. Centralized
military and legal control is applied across the map of the nation.
Local disturbances are now a matter of national concern. The national
boundaries create a uniform power container that subjugates all
citizens in a relatively equal fashion (before this time, as we learned
from Discipline and Punish, the monarchs gaze was focused narrowly:
after this we are all guilty, and await the gendarmes hail).
National maps provide a visual mandala of the national space,
reinforcing the boundedness and internal connectivity of the nation.
Previously locatable local boundaries disappear from maps and from
the landscape. Boundary markers are torn down or simply cease to
have their semiotic effect.
Space and the History of the Nation Notion
In Western Europe much of this interiorization had already taken
place in advance of the formation of nationsit informed the style of
the modern nation-state. But in the colonies of Europe, those sub-
altern nations created by the European nations, the process of
interiorization is pro-active and more evident as a feature in the
creation of the nation. The infrastructure development of India, its
survey, and the complete re-naming of its places to fit an English
tongue, and to fill an English notion of exotic nostalgia. Coromandel,
Malabar, Calcutta, Darjeeling: English names on English maps and
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
9/78
Nations, Places, and Ruling Serious Games I2
railroad schedules. A subsequent renaming of places occurred when
India became independent. The new names were announced to reflect
the deep and hoary history of the Nation of India, a space that, in fact,
never existed in anyones imagination before the British arrived.
It might be instructive to consider the nation as a necessarily
post-colonial phenomenon (in terms of space/place). By this I mean tosuggest that much of Western Europe (Germany, Benelux, the British
Isles, Normandy) was itself a colonized space due to centuries of
spatial reconfiguration: originally by Rome, and later by internal and
external nomadic incursions and by Christian polities (Christianity was
as foreign to these lands as it was to India). The indigenous aboriginal
populations (their own Indians) of Western Europe were, over several
hundred years, replaced and replenished by outside rulers including, at
least peripherally, Turks, Moors, and Huns, and internally, by Saxon,
Norse and Norman conquests. The ultimate conquest was that
perpetrated by institutions of the church. By 1500, the sui generis
place attachments of Western Europe had long been severed and re-
instituted under the auspices of the church. And by 1800 the churchs
hold over its hierogenous zones2 in Western Europe had been
effectively severed again by the Reformation. At the time of the
blossoming of the modern nation and in terms of space and language (I
do not wish to press this analogy in terms of politics or economics),
Western European states already fit a post-colonial description3.
2 As will be seen below, the notion of sacred space, similarly, the notion of
national space are varieties of fabricated places. Because of the implied
theological meanings of sacred space, I propose an alternate term, hierogenous
zone, for places that generate hieros (the sacred, the supernatural, shades, demons,
whatever). As Bourdieu (1988) pointed out, one of the first steps towards a truly
scientific human science is made away from naturalized, scholarly commonsensical
descriptions. The hierogenous zone is a site of embodied practice embedded within
its locale, or more recently, a channel and a time on the television schedule.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
10/78
Nations, Places, and Ruling Serious Games I4
The second process, which I will call rearticulation, is a curious
and necessary perversion of the first. This involves the rearticulation
of locales as sites of the nation. National monuments, public buildings,
national highways and railroads, battlefields, stadiums, and also cities,
natural parks, and rural habitats: all become emblematic of the nation,
of its history, its naturalized beginnings and its future glory. Awaterfall becomes an object of national pride. Locales are presented in
their distinction as capitals or body parts of the nation: for example
the corn (or porn) capital of America; the heart of American
industry. As Jennifer Robertson (1991) points out, the notion of
furusato (the Japanese nostalgic traditional village place) applies both
to the individual reconstructed village (which offered a menu of
required furusato ingredients and a zest of reconsidered local treats)
and metonymically to Japan as a nation. Furosato is Japan.
Forgetting to Remember
The rearticulation of the nation occurs continuously. It is applied
to focus national attention, and divert the same. It informs the
national imagination. This rearticulation happens not only internally,
but provides the narrative for external perspectivesthe nation
continually reinvents the spaces of other nations. Reagans evil
empire of communism has been replaced by Yeltsins inept (and
perhaps more dangerous by this) commonwealth of independent
states. Ex-colonies reinvent relationships with their ex-rulersby
redescribing the space of the other.
The rearticulation of locales succeeds only insofar as places can
replace spaces within the modern epistemology. The places of
modernity must be reinforced by an active national ideology, or else
they will fall prey to irony and re-imagining. Before the nation, each
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
11/78
Nations, Places, and Ruling Serious Games I2
place was its own author, liable only to its own claims. The authority
and authenticity of each place rested upon those who made the claims
for that particular place. But these claims also were made upon
epistemological grounds that supported the idea of places. Such a
place may offer sanctuary, special powers, healing waters, youthful
reinvigoration, Epiphanies of beauty or fear: based on the story of theplace, on its natural markings, and on an epistemology that describes
knowledge as em-placed.
Because there is actually no room for places in the
epistemology of the modern nation, the reinvented place, the national
locale, is of a completely different epistemological order from the pre-
national (pre-modern) place or locale. As sites created by and for the
fabrication of experience, they require maintenance, particularly,
efforts to escape suspicion and doubt. So, they rely upon the
processes of naturalization for their claim to have epistemological
support. As this claim is contestable, nations must work even harder,
they must avoid even the suspicion of a doubt. Nations require
continuous performances of what Homi Bhabha termed the
problematic totalization of the national will (1990, 311). This time of
forgetting to remember, (ibid.) is a strategy for eliciting selective
inattention (Goffman 1961, 38): a boundary condition required for the
ruling serious game (much more about this below) to commence.
Authenticity for the national space is an expensive and
continuous proposition. The modern national place cannot violate
undifferentiated space. It cannot offer miraculous cures, it cannotreverse the uniform unfolding of time. Ultimately, national places are
subject to one fragile authoritythat of the nation: we see flags sprout
in a sudden spring of nationalist sentiment when a war is announced,
and the same flags burned when the armies return without
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
12/78
Nations, Places, and Ruling Serious Games I3
employment. We witnessed in a week every (well most) public
statue(s) of Lenin disappear across the former Soviet territories.
The replacement of places that are epistemologically grounded
with fabricated places that uneasily hide their epistemological
contradictionsplaces transformed out of space only by the force of
ideological equivocationis actually the destruction of place acrossthe face of the planet. I do not wish to suggest that our epistemology4
is, somehow morally deficient, nor to promote nostalgia for old-time
places. The suggestion that a critique of the modern place must
involve a romantic return to a former authenticity is itself a modernist
counter-move. The interest in other places and their epistemologies is
an attempt to discover alternative strategies of place which might
inform a theory of place that would re+place the vacuous space of
modernity.
The Hyperlocale
For much of human history, activities of various sorts have
created places from spaces, places that are identifiable as locales.
Recently, the characteristic of places to be tied to locales seems to be
loosening in the face of the modern global place. Part of this has to
do with the increased distanciation brought about by communications
and transportation technologies. Another part, as we have seen, is the
articulation of this distanciated space by the processes of nation
formation and maintenance.
As Anthony Giddens noted5, the disembedding mechanisms of
modernity tend to evacuate the historical idiosyncratic locality of place
4Epistemology is simply another level of fabrication, made innocent (if it is) only by
its democracywe are all subject to it. Yet this universalized/-izing notion of
epistemology (particularly Foucaults notion of episteme) is itself the result of the
application of the modern spatial formula: it declares what is really true must hold
true everywhere. Truth is never local nowadays.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
13/78
Nations, Places, and Ruling Serious Games I2
in favor of re-embedded globaly-organized places. This new planetary
realm is, in effect, a type of hyper-locality, one consequence of which
is a continuing impact upon the reality claims of other, necessarily
smaller localities and their realms. What seems evident is that
processes in modernity act to sever places from locales, and that this
tends to un-transform the local places back into spaces.The hegemony of modern space (and time) seems to be an
accomplished fact. We have entered the realm of the hyperlocale, of
global spaces taking on the facade of local places. The markings that
formerly signaled the individual distinction of the locale now play as
signifiers within a global language of marking. They are the simulacra
(cf. Baudrillard, 1983) of what were formerly individuated places. We
now create local places as tourist destinations, demarcated and
marketed through iconic architectural motifs. The Eiffel Tower, the Taj
Mahal, Big Ben, the Venice Canals, the Great Wall: Epcot Center at
Disneyworld (the word world is no mistake) re-places the world as a
hyperlocale, as a semiosis of equivalent meanings. This global
metropolitan location supports the nation as one-among-equals: but it
elides a good portion of the world in its picturesque montage. Where is
Islam in this picture? Where is Africa?
Does the hyperlocale admit to any resistance? Hardlythere is
no obvious locus of active resistance to modern nation formation
everyone seems to want a place in Disneyworld. Yet, how uniformly
has the epistemology of modern space/time penetrated across the
globe? Clearly the global economy and world systems implicated in
5For a discussion of Giddenss use of time-space relations, see: Gregory, 1985.
Modernity, as a synthetic term used to describe historically embedded but
increasingly globalized institutions and structuration, has not acquired a consensus of
meanings in the literature, I am comfortable with Giddenss outline of its features (cf.
Giddens, 1990).
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
14/78
Nations, Places, and Ruling Serious Games I3
this process are active agents in the spread of the modern episteme.
But arent there dis-enfranchised, marginalized peoples who have not
so much resisted as they have been ignored? Are there contra-nations
out there? What is a post-modern nation? Must we re-invent the
locale for the epistemology of modernity to come into critical focus, ?
How do we study alternatives to the modern place? Where do welook? Can an archaeology of spatial knowledge help us here? What is
the role of ethnography?
The human sciences have not problematized space sufficiently.
We lack a fundamental understanding of the spatial qualities of action,
and of the historical processes that produce places we call nations.
Partly, this theoretical oversight is due to the priority that space has
within modern epistemology. We valorize only knowledges that are
moveable. For a century, anthropologists have brought back souvenir
knowledges of other cultures as though these represented the actual
knowledges in play in these society. As Bourdieu, Foucault, and
Giddens (among others) remind us, the study of practice requires the
study of places of practice. We need a theory of spaceand of
spatialized practicethat will allow this type of study. What follows is
the beginning of such a theory.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
15/78
Nations, Places, and Ruling Serious Games II1
It is not the act [of sexual intercourse] as suchthat the spirit of the language tends to conceiveas play; rather the road thereto, the preparationfor and introduction to love, which is oftenmade enticing by all sorts of playing. This isparticularly true when one of the sexes has torouse or win the other over to copulation.(Huizinga 1949, 43)
One's feel for the game is not infallible; it isshared out unequally between players, in asociety as in a team. Sometimes it is completelylacking, notably in tragic situations, when peopleappeal to wise men who, in Kabylia are oftenpoets too and who know how rule aimed toguarantee can be saved. But this freedom ofinvention and improvisation which enables theinfinity of moves allowed by the game to beproduced (as in chess) has the same limits asthe game. The strategies adapted in playing thegame of Kabyle marriage, which do not involveland and the threat of sharing it out (because of
the joint ownership in the equal sharing out ofland between agnates), would not be suitable inplaying the game of Barn marriage, where youhave above all to keep hold of your house andyour land.(Bourdieu 1990, 63)
In daily life, games are seen as part ofrecreation and in principle devoid of importantrepercussions upon the solidity and continuity ofcollective and institutional life. [from: Caillois1957, p.99] Games can be fun to play, and funalone is the approved reason for playing them.Because serious activity need not justify itself interms of the fun it provides, we have neglectedto develop an analytical view of fun and anappreciation of the light that fun throws oninteraction in general. This paper attempts tosee how far one can go by treating funseriously. (Goffman 1961, 17)
Part Two:
The Theory of Serious Games
Preliminary Stuff
The basic notion of a theory of serious games is that society as
an object of study can be described as a set of serious and non-serious
games which involve its members in rule-governed and rule-creating
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
16/78
Nations, Places, and Ruling Serious Games II2
actions. As Giddens (1991) notes, the sociologists society, applied
to the period of modernity at any rate, is a nation-state... (15). As
such, societies and nations today (socialization and nationalism) are
mutually implicated. Yet, the genres of serious games played in the
nation-state are different from those played in other societies. By
exploring this difference we will be able to better describe thecontingent possibilities of action within each type of society.
The notion of society as serious game is not presented as a
monopolistic explanatory tool, but rather as a descriptive figure more
nimble at times than society as text or society as drama. Drama
and text are both implied in the play of serious games (more of this
later). Similarly, members of a society can perhaps be better
described as players, and pawns rather than as agents6 or
actors. This theory brings to the fore the embodied performative
aspect of society. The actual serious games that envelope us, the
society we belong to and others we encounter as strangers, are only
formally delimited by the theoretical model of serious games. This
theory provides the barest of form, a basis upon which any number of
serious games, fantastic or not, can be (and have been) fashioned.
This, as Bourdieu notes, is the advantage of having such a model:
even if it remains for the most part empty, even if what it provides us
with are above all warnings and programmatic guidelines, [having a
model] means that I will choose my subjects in a different way...
(1990, 160).
6The terminology is confused, perhaps, as the following description of the player
relates very much to Bourdieus and Giddenss notion of the agent. Giddens
discounts (and so do I) the value of the term player in its British dramatistic sense
(what Americans would call a stage actor). I will stay with the term player
because not only do they make plays but they are also involved in serious (or deep,
or thick) play. The Derridian overtones are also important here.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
17/78
Nations, Places, and Ruling Serious Games II3
Embedded in the following text is also an implicit critique of
rationalism as Habermas (1984) would have us use this concept; that
is, of rationalism as a mature/advanced state of dialectical cultural
growth/evolution. At the end, it is hoped that the reader might
consider instead that rationalism has been a remarkably successful
strategy for legitimizing certain aspects of serious games. As such it isa powerful alibi for actions, no more, but certainly this is enough of a
role for any concept. In order to approach play seriously (yes, this also
means rationally) an expanded and reordered notion of rationality is
needed, one not based on the pristine separation of subjective and
objective realms. (For more discussion ofmainly objections to
objectivism, See: Bourdieu 1988, 781; 1990, 62-63 & 184; Giddens
1987, 59-60, Lakoff 1987, xiv; Weedon 1987, 78-80.) As Zizek(1991,
179-81) after Lacannotes, it is time for dialecticians to learn to
count to four, to embrace the negative, the difference outside of
serious pretensions of the ruling game. (Part III below will outline this
trialectic process.)
Herein is presented a discussion of terms like nationalism and
game, work and play, serious and trivial, risk, and
action. In their new (or rediscovered) meanings these terms become
tools of the game of creating a theory of games. As the semantic
space of such terms and many others changes, these changes are
signals of the transformations I wish to describe, transformations as
broad and profound as the Protestant Reformation, and as narrow
and yet profoundas the shift from the performance of a singleJapanese matsuri as a festival to its performance as a pageant. The
following theory of games may be seen as a part of the change from a
modern to a post-modern outlook (See: Kroker), or it may not. What it
demands of the reader is notthat it be accepted as true, but rather
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
18/78
Nations, Places, and Ruling Serious Games II4
that it be taken seriously, which is all that any game can actually
demand.
Strategic Play
This paper will explore Pierre Bourdieus notion of strategic
action from the perspective that social action generally takes place
within frameworks or contexts that can productively be called serious
games. Action, particularly in its nation-creating and sustaining
capacities, can be discussed using terms defined in the theory of
serious games. Before looking at this serious game theorys more
specific socioanthropolinguistic (its an ugly word but someone has to
use it) extensions, the paper will introduce the theorys place within
the human sciences.
In serious game theory, festivals, pageants, rituals, rites,
breakfast conversations, working lunches, clandestine afternoon trysts
(Huizingas winding road to copulation), supermarket checkout
encounters, freeway driving, political conventions, supreme court
sessions, military coups: each of the various social encounters that
envelope our actions from day to day or minute to minute are
individually determined by the game that promotes and sustains its
context and its conduct. Donning a three-piece suit for a business
meeting is actually much more than superficially analogous to donning
ones whites for a cricket match.
Serious game theory allows for a further examination into the
strategic logic of suit-donning and other actions, as well as a
perspective on the knowledges (habitus) and constraints that frame
these actions. The use of an extended theory of serious games
extended, that is from Erving Goffmans original notion of game
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
19/78
Nations, Places, and Ruling Serious Games II2
encounters (1961)provides a methodological entre to what
Bourdieu calls the feel for the game:
I wanted, so to speak, to reintroduce agents that Lvi-Strauss and the
structuralists, among others Althusser, tended to abolish, making them into
simple epiphenoma of structure. And I mean agents, not subjects. Action is
not the mere carrying out of a rule, or obedience to a rule. Social agents, in
archaic societies as well as in ours, are not automata regulated like clocks, in
accordance with laws which they do not understand. In the most complexgames, matrimonial exchange for instance, or ritual practices, they put into
action the incorporated principles of a generative habitus: this system of
dispositions can be imagined by analogy with Chomsky's generative
grammarwith this difference: I am talking about dispositions acquired
through experience, thus variable from place to place and time to time. This
'feel for the game', as we call it, is what enables an infinite number of 'moves'
to be made, adapted to the infinite number of possible situations which no
rule, however complete, can foresee. And so, I replaced the rules of kinship
with matrimonial strategies. (Bourdieu 1990, 9)
Specifically, agency is found in both performances (events and
their contexts) and texts (oral, written, and video), and, more
problematically, in the unexpectedly thick region between these two
aspects7. Serious game theory allows for explorations into the actions
evidenced in performances, into the semantic ordering of texts, and
most significantly, of the structure of the hidden space between these.
The goal of serious game theory is to provide the minimal form
for social action, a description wherein action and concept(performance and narrative) are not transparently connected. As
7 Unexpected because the social order presents itself as transparent on both
surfaces, as a structured order of meanings and practices that correspond to each
other without hidden intermediaries. Thus, studies of meaning, (e.g., those of
religious doctrines or political ideologies) have seen no difficulty in asserting that this
level is both internally consistent and can be mapped also on the action surface of
ritualsas actions designed to represent ideational notions. Similarly,
structural/functionalist descriptions of actions and objects see no difficulty inasserting the clear and comprehensive accord between these and the worldviews
that they represent. The society sees itself as a thin surface where thought and
action are consistent and their connections immediate. Game theory posits a region
between these two surfaces, and then shows that the structures on both surfaces are
arbitrarily determined within this thick interstice where meanings and actions are not
taken seriously.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
20/78
Nations, Places, and Ruling Serious Games II3
Giddens (and others, such as Geertz, 1973a and Boon, 1982) have
suggested, action must not be confused with discursive knowledge:
You cant wink (or burlesque one) without knowing what counts as
winking or how, physically, to contract your eyelids,... But to draw
from such truths the conclusion that knowing how to wink is
winking...is to betray a deep confusion as, taking thin descriptions forthick, to identify winking with eyelid contractions...(Geertz 1973a, 12).
The problematic that Geertz uncovered with his call for thick
description is one of determining what goes on between the worn-
smooth surfaces of narrative, on one hand, and performance, on the
other. Between these two hands, or behind them, something is said to
be happening. What we get out of Geertz is talk of deep play and
meta-commentaries (1972) What we need is just enough form to pry
these two surfaces apart. Between knowing how (and when and where
and with whom) to wink and doing it, liesa lie8, or rather a whole
passel of lies. (Actually, I prefer Barthess term, alibi, but am
uncertain of the proper group adjective. We could be looking at a
cohort of alibis.) The biggest alibi of all is actually the one that
narrative gives to performance, and that performance uses on
narrative (it never fails), and it is something like this: I am good and
true and beautiful, and I am just like you. We can thus restate the
8 This is not as distressing as it might sound. As Umberto Eco noted: semiotics is in
principle the discipline studying everything which can be used in order to lie (1976,
7 emphasis in the original). This does, however, leave us with a theory of games
based on a theory of lies with which to replace a theory of culture based onnotions of universal truths. This suggests some necessary lowering of
expectations. Like the two fools in Bruegels engraving (See: frontspiece) tugging at
each others nose, meaning and performance make fools of us all. Why? Because
we take them seriouslyor notupon their word. Who is the real fool: the clown or
the person that takes him seriously? What is it about culture that makes us want to
be lied to?
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
21/78
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
22/78
Nations, Places, and Ruling Serious Games II5
brought into perspective many events, actions, narratives, and
meanings that have not heretofore been readily classified as parts of
games, or in any fashion necessarily linked to performance. Partially,
this failure to to approach performance represents a Post-Reformation
critique of the efficacy9 of human actionEuroAmericans live in a
world where play and games have been marginalized in contrastwith work and other serious pursuits, and where embodied and
emplaced knowledge gives way to narratives and universal laws.
Serious game theory hopes to show how performance can be
rediscovered, and that we work at playing serious games every day. In
order for serious game theory to succeed, it must provide some
advantage over other perspectives on social action. This paper will
outline some of these advantages. Some potential objections to
serious game theory will also be discussed below.
If you are not part of the action, you are part of the context
Let us now look closely at the proposed theory of serious games.
First, a few more assumptions: As with Geertz (and before him, Talcott
Parsons, and before him, Max Weber and mile Durkheim)the basic
presupposition that empirically observable actions are important in
themselves is crucial to the serious game theory. What Bourdieu and
Giddens (and others) added to this presupposition is the importance of
the agents knowledgeability. Like Bourdieu (above), Giddens would
revive the knowledgeable agent:
In the work of Lasch, and many others who have produced rather similarcultural diagnoses, one can discern an inadequate account of the human
agent. The individual appears essentially passive in relation to
9 The disengagement from the symbolic control of natural processes from
religious ritual in favor of the incremental controls provided by scientific
knowledge is instrumental in the commodification of human action, and in the
marginalization of the body.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
23/78
Nations, Places, and Ruling Serious Games II2overwhelming external social forces, and a misleading or false view is
adopted of the connections between micro-settings of action and more
encompassing social influences. An adequate account of action in relation to
modernity must accomplish three tasks. It must recognise that (1) on a very
general level, human agents never passively accept external conditions of
action, but more or less continuously reflect upon them and reconstitute them
in the light of their particular circumstances; (2) on a collective as well as an
individual plane, above all in conditions of modernity, there are massive
areas of collective appropriation consequent on the increased reflexivity of
social life; (3) it is not valid to argue that, while the micro-settings of action
are malleable, larger social systems form an uncontrolled background
environment. (Giddens 1991, 175)
Knowledgeability and constraints on knowledgeability are central
to the theories of Foucault, Goffman, Giddens, and Bourdieu. What
game theory adds to this mix is a basic parameter to describe these
knowledges and also a notion ofobservable attitude. The study of
human action is thus a study of what people do, what they know about
how to do it, and what they think about what they do10. (From now on,
the word action will be used to mean a behavior with its associated
knowledges and attitudes.) It is not enough to view individuals as
merely subjects or even actors in society; they must be players
if the society is to be performed and the performances to succeed and
thus to recreate the impetus for the continuation of the societyof the
ruling serious game.
To say that serious game theory asserts that a society is a
serious game is an oversimplification of the concepts of society and
of game, although this might have once been true in very small,
isolated societies. It is more accurate to say that a society (the
nation/state) maintains a ruling serious game, which encompasses its
10 Obviously there are behaviors, knowledges, and attitudes that are not public,
most properly, there are actions that people do alone. These arent many, and oftenthey are done alone for observable reasons. More problematically, there are times
when knowledges, or attitudes, or even behaviors (as in esoteric rituals) are masked.
People lie about these, or are themselves unaware of them. This means that some
actions are more difficult to study than others. One advantage of serious game
theory is that it provides some methodological toe-hold (mostly thanks to the work of
Erving Goffman) into the process of masking actions.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
24/78
Nations, Places, and Ruling Serious Games II3
forms of legitimation and which contain one or more (and possibly
many) major sub-games that define domains of action such as the
political and the religious domains. This ruling serious game is
inherently serious for two main reasons: first because of the overlap
between the survival needs of the various players and the objects
required for the game (e.g., food, shelter, weapons, medicines, socialapproval, ego recognition, etc.); and second, because it enforces its
rules with lethal (or near lethal) means (execution, excommunication,
life imprisonment, etc.).
Actions and Narratives
Publicly observable actions have two general aspects: one, a
performative aspect that shows up in events; and the other, a
conceptual aspect, which gets written down or taped, or, in oral
cultures, gets remembered. A telling of a story or a reading of a text
forms the boundary between these two aspects. This is a fuzzy
boundary and it is not all that apparent exactly where concept meets
performance11. The material requirements for performancethose
artistic (visual, audio, kinesthetic, sculptural, etc.), spatial and
architectural, sartorial, tonsorial, gustatory, olfactory, pharmaceutical,
11Wittgensteins musings on games and on the fuzzy boundaries between action
and concept which games display, are much to the point here. I would like to
introduce the notion of virtuosity, as a useful way of describing the zone between
concept (knowledge) and its performance. The advantage of this term is that it
carries meanings of embodied knowledge and the performative display of this. As
Wittgenstein noted about virtuosity (actually about expert judgements) is that it is
not governable by a system of rules: What one acquires [as one becomes avirtuoso] .. is not a technique; one learns correct judgements. There are also rules,
but they do not form a system, and only experienced people can apply them right.
Unlike calculating-rules (1958, 227). Virtuosity disambiguates the two main
semantic fields of the term experience: the knowledgeable aspect (as in She is an
experienced artist) and the performative aspect (as in the experience of a
concert.) The virtuoso is a repository of knowledge/performance.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
25/78
Nations, Places, and Ruling Serious Games II2
and temporal ingredients of the eventare part of the performance
aspect, are its context, and yet these also contribute to the conceptual
aspect as they engender theories, myths, histories, etc.
While the playing of any game takes on a narrative-like aspect (a
beginning, then some determinate activity, then some closure or
failure to close), and while narrative accounts of games are a part ofthe history and thus of the available knowledge about games, it is
important not to confuse the playing of the game with either the act of
writing a narrative description of a game or of reading one. Narrative
accounts of serious games can tell us much about these, however,
they cannot12 convey that part of the action which is known and played
non-discursively, that part which responds and creates the habitus of
the game. As Bourdieu notes, the habitus is written into the body of
the player:
...The habitus as the feel for the game is the social game embodied and
turned into a second nature. Nothing is simultaneously freer and more
constrained than the action of the good player. He quite naturally
materializes at just the place the ball is about to fall, as if the ball were in
command of him but by that very fact, he is in command of the ball. The
habitus, as society written into the body, into the biological individual,
enables the infinite number of acts of the game written into the game as
possibilities and objective demands to be produced; the constraints and
demands of the game, although they are not restricted to a code of rules,
impose themselves on those people and those people alone who, because
they have a feel for the game, a feel, that is, for the immanent necessity of the
game, are prepared to perceive them and carry them out. (1990, 63)
A theory of social action cannot rely simply on a narrative
account of the game as it was or is played, but rather on an
examination of the habitus which creates the player, and of the role ofthe player as an agent in the creation of habitus. White (1987)
conflated social actions (the playing of serious games) with lived
12 More precisely, they have not, to date. The role of the new ethnography is
to explore ways in which non-discursive knowledge can be discursively described.
Serious game theory will be of certain value here.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
26/78
Nations, Places, and Ruling Serious Games II3
narrativizations. Serious games are certainly lived, but they are only
after the fact rendered as narratives.
The confusion of action with narrative is a hope, often held by
historians or literary theorists; the hope that the story of the game can
substitute for the game as an object of study. This hope is also
expressed by those who wish to describe the nation in terms of itsnarrativity. The late A. Bartlett Giamatti (president of Yale University
turned commissioner of baseball) used baseball as a trope in the
national story, :
Baseball is part of Americas plot, part of Americas mysterious, underlying
designthe part in which we all conspire and collude, the plot of the story of
our national life. Our national plot is to be free enough to consent to an order
that will enhance and compoundas it constrainsour freedom. That is our
grounding, our national story, the tale America tells the world... Byrepeating again the outline of the American Story, and by placing baseball
within it, we engage the principle of narrative. (1989, 83-84).
Giamatti goes on to remark on the telling of baseball stories, at
baseballs second-favorite venue, the hotel lobby. It is in the telling
of these stories that baseball is transformed into myth. It is in the
move from performance to narrative that the game acquires its time of
forgetting to remember. Narrativity is implicated in the imagination
of the game (and of the nation). The deconstruction of narrativity is a
counter-move, a remembering-not-to-forget: that is also its limit.
As Hayden White (1987) noted, the move from game playing to
narrativity does happen in many places. Theirstories oftheirgames
and ourstories oftheirgames (most ethnographies to date) are thus
deemed commensurable. However, this commensurability takes place
at an innocent, infantile level of practice; it is the sitting around the
campfire, listening to the Wanga-Wanga spin their culture type of
anthropology. No matter how much deconstructive virtuosity one can
level on these texts, they will never reveal what they were never
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
27/78
Nations, Places, and Ruling Serious Games II4
meant to conceal in the first place: the habitus of the game... which is
always concealed elsewhere. Again, let me return to Bourdieu:
But it is not enough to reject the juridical ideology (what the Anglo-Saxons
call the legalism) that comes so naturally to anthropologists, always ready to
listen to those dispensers of lessons and rules that informants are when they
talk to the ethnologist, that is to someone who knows nothing and to whom
they have to talkas if they were talking to a child. In order to construct a
model of the game which will not be the mere recording of explicit normsnor a statement of regularities, while synthesizing both norms and
regularities, one has to reflect on the different modes of existence of the
principles of regulation and regularity of different forms of practice: there is,
of course, the habitus, that regulated disposition to generate regulated and
regular behaviour outside any reference to rules; and, in societies where the
work of codification is not very advanced, the habitus is the principle of most
modes of practice. (1990, 65)
If discursive rules were all that pushed agents into actions, and all that
constrained these actions into coherent system-like patterns, then the
lessons of narratives would suffice as anthropology. The need to go
beyond this type of data in order to determine how the agent knows
how to go on (cf. Giddens, 1979, 67; also Wittgenstein 1958) is a
need that serious game theory will attempt to fulfill. And so, let me
move on to the details of this theory. While this part of the paper
takes us seemingly far away from the nation-state, it will all be useful
in re-imagining the nation and its ruling serious game not too far downthis narrative path.
[A foretaste of a problematic to be addressed by this theory: The
ruling serious game has few players and many more pawnsthe
question is not why the pawns play this game, but why they are
satisfied by it... why dont they (we) demand or create a better game?]
Encounters of the gaming kind
In order to further explore the concepts of attitude and
motivation, we must first expand the description of what a serious
game is, and how this is played. The notion of a serious game as it
will be developed below owes much to Erving Goffmans work on
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
28/78
Nations, Places, and Ruling Serious Games II2
events that he calls encounters. Goffmans definition of an
encounter begins with a general statement of potential event
sequences:
Encounters. I limit myself to one type of social arrangement that
occurs when persons are in one anothers immediate physical presence, to be
called here an encounteror a focused gathering. For the participants, this
involves: a single visual and cognitive focus of attention; a mutual andpreferential openness to verbal communication; a heightened mutual
relevance of acts; an eye-to-eye ecological huddle that maximizes each
participants opportunity to perceive the other participants monitoring of
him. Given these communication arrangements, their presence tends to be
acknowledged or ratified through expressive signs, and a we rationale is
likely to emerge, that is, a sense of the single act that we are doing together at
the time. Ceremonies of entrance and departure are also likely to be
employed, as are signs acknowledging the initiation and termination of the
encounter or focused gathering as a unit. Whether bracketed by ritual or not,
encounters provide the communication base for a circular flow of feeling
among participants as well as corrective compensation for deviant acts.
Examples of focused gatherings are: a tte--tte; a jury
deliberation; a game of cards; a couple dancing; a task jointly pursued by
persons physically close to one another; love-making; boxing.
(Goffman 1961, 17-18, emphasis in the original)
What is important here, rather than a specific list of actions, is
the notion that the encounter creates a boundary, allows participants
to enter this voluntarily, and then facilitates both communication and
ex-communication. What is this boundary condition? How does it
work? To illustrate, he chooses a small, well-defined example, that ofthe game of checkers:
Here, games can serve as a starting point. They clearly illustrate
how participants are willing to forswear for the duration of the play any
apparent interest in the esthetic, sentimental, or monetary value of the
equipment employed, adhering to what might be called rules of irrelevance.
For example, it appears that whether checkers are played with bottle tops on
a piece of squared linoleum, with gold figurines on inlaid marble, or with
uniformed men standing on colored flagstones in a specially arranged court
square, the pairs of players can start with the same positions, employ the
same sequence of strategic moves and countermoves, and generate the samecontour of excitement.
...Another example of this is seen in wall games, wherein school
children, convicts, prisoners of war, or mental patients are ready to redefine
an imprisoning wall as a part of the board that the game is played on, a board
constituted of special rules of play, not bricks and mortar.(ibid, 19-20)
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
29/78
Nations, Places, and Ruling Serious Games II3
The boundary condition then is a function of these rules of
irrelevance, which determine for the duration of the encounterwhat is
and shall be taken as serious or trivial. In order to maintain these rules
for the duration, the encounter must localize all the ingredients
necessary for its own completion. The encounter provides the rules
and the materials requisite for the expected outcomes of its actions.These rules and materials Goffman terms realized resources (ibid,
28). (I sometimes call these technologies of experience.) There is
thus an economy involved, a marshalling of resources13, and a political
force to regulate this economy, and a judicial authority to resolve
disputes.
Knowing that encounters define and determine attitudes does
not explain why or how its participants allow their attitudes to be so
determined. Why do people enter into these events in the first place?
What is gained? What is the motivation? Goffman, perhaps
reluctantly, posits a type of euphoria. He promotes the notion that
these encounters are internally motivated and thus self replicating. At
the same time, he adds that this sense of euphoria is dependent upon
the reduction of tension in the encounter, similar to what Gadamer
sees in his notion of play: Like art, play comes to rest in itself, the
sheer transformation of energy into a structure that absorbs the
player into itself, and thus takes from him the burden of the initiative,
which constitutes the actual strain of existence(Gadamer 1985, 94;
reported in States 1988, 126-7). This reduction of tension, of the
13 There are two basic strategies to ensure that all the needed resources areavailable within the encounters boundaries: the first is to provide a strict definition
of what is needed. This is the rule governing strategy. With this, unavailable
resources are a priorily ruled out of the encounter, and become trivialized. The
second strategy is to expand the boundary and allow for new resources and thus new
rules. This is the rule creating strategy. The former is conservative, and the later
reactionary or progressive.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
30/78
Nations, Places, and Ruling Serious Games II4
burden of the strain of existence, requires the spontaneous
involvement of the participants:
...Focused gatherings...have unique and significant properties which
a formalistic game-theoretical view of interaction tends to overlook. The
most crucial of these properties, it seems to me, is the organistic
psychobiological nature of spontaneous involvement.(Goffman 1961, 38
emphasis mine)
When an individual becomes engrossed in an activity, whethershared or not, it is possible for him to become caught up by it, carried away
by it, engrossed in itto be, as we say, spontaneously involved in it. He
finds it psychologically unnecessary to dwell on anything else...(ibid, 37)
...tension refers...to a sensed discrepancy between the world that
spontaneously becomes real to the individual, or the one he is able to accept
as the current reality, and the one in which he is obliged to dwell. This
concept of tension is crucial to my argument, for I will try to show that just
as the coherence and persistence of a focused gathering depends on
maintaining a boundary, so the integrity of this barrier seems to depend upon
the management of tension.(ibid, 43)
Spontaneous involvement is de facto voluntary, since it depends
upon the participants willingness to enter into the encounter as
though it were entirely autotelically motivated, to become engrossed
in itrather like a player gets engrossed in a game. Once this
threshold of involvement is met there is then the further possibility of a
reduction of tension. The reduction of tension is, however, not
merely a negatively defined experience, but one that Goffman, like
Gadamer, finds to be irresistibly attractive for the participant14.
14 Goffman puts it this way: We come now to a crucial consideration. The
world made up of objects of our spontaneous involvement and the world carved out
by the encounters transformation rules can be congruent, one coinciding perfectly
with the other. In such circumstances, what the individual is obliged to attend to,
and the way in which he is obliged to perceive what is around him, will coincide with
what can and what does become real to him through the natural inclination of his
spontaneous attention. Where this kind of agreement exists I assumeas an
empirical hypothesisthat the participants will feel at ease or natural, in short, that
the interaction will be euphoric for them.
But it is conceivable that the participants two possible worlds...may not
coincide... I make a second empirical assumption, that a person who finds himself in
this situation will feel uneasy, bored, or unnatural in the situation, experiencing this
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
31/78
Nations, Places, and Ruling Serious Games II5
The game succeeds only as long as it can reduce the tension
between the world it creates and other possible worlds. Success is
predicated first upon the spontaneous involvementof the players.
Without this, the encounter is preempted:
Why should the factor of spontaneous involvement carry so much weight in
the organization of encounters? Some suggestions can be made. Aparticipants spontaneous involvement in the official focus of attention of an
encounter tells others what he is and what his intentions are, adding to the
security of the others in his presence. Further, shared spontaneous
involvement in a mutual activity often brings the sharers into some kind of
exclusive solidarity and permits them to express relatedness, psychic
closeness, and mutual respect; failure to participate with good heart can
therefore express rejection of those present or of the setting. Finally,
spontaneous involvement in the prescribed focus of attention confirms the
reality of the world prescribed by the transformation rules15 and the unreality
of other potential worldsand it is upon these confirmations that the stability
of immediate definitions of the situation depends.(Goffman 1961, 40)
A game is tested every time it is played. For the game notto
fail, it must create an imagined world (a community and its
technologies of experience), a world that is uniquely right and real for
its players for the duration of its play. This is as true for serious games
as it is for recreational and childrens games. In recreational games,
for example, the play normally reaches a point where the internal risk
of the game ends (when a predetermined score is met, a goal isachieved, a time limit is accomplished) or else the game is
prematurely terminated when one or more players become weary or
bored (See also Peckham, 77). Either end brings back the tension of
other possible worlds, of other games and factors, such as the external
15 Goffman proposes that the boundary of the encounter does not actually shut off
all outside contexts, but rather permits selected aspects of outside worlds topenetrate after these have been altered through transformation rules into game
roles and game pieces. the barrier to externally realized properties was more like a
screen than like a solid wall, and we then came to see that the screen not only
selects but also transforms and modifies what is passed through it. Speaking more
strictly, we can think of inhibitory rules that tell participants that they must not
attend to and of facilitating rules that tell them what they may recognize. (ibid, 33)
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
32/78
Nations, Places, and Ruling Serious Games II6
motivations that were suppressed during the play of the game. The
goalie returns to being your boss, and the other halfback your
assistant.
When a game ends, the arbitrariness of the rules and roles
determined by the games transformation rules becomes evident and
spontaneous involvement fails. Alternately, when these roles and rulesare seen as arbitrary, spontaneous involvement fails and the game
ends. Spontaneous involvement is predicated upon the attitude of the
player toward the motivation of the game. The player must voluntarily
enter into the game if his involvement is to achieve this spontaneous
quality. External influences need to be filtered and transformed in
such a way that the player becomes engrossed in the play of the game
for its expected duration, otherwise the game has failed.
Motivation
Motivation, as this applies to serious game theory, has one
primary distinguishing feature. It is either autotelic to the action, or
exotelic to it. A theory of autotelic and exotelic motivation has been
developed following the work of Mihaly Csikszentmihalyi at the
University of Chicago (See: Csikszentmihalyi 1975, 1988).
Csikszentmihalyis theory makes a distinction between motivations
using the location of the motivation vis vis the action that results
from the motivation. Autotelic actions are thus internally motivated
(and perceived as such by their participants), and, as we shall see,
voluntarily entered into. This theory dissolves the dichotomy between
play and work found in traditional theories of play such as those found
in Huizinga (1949) and Caillois (1958) and well summarized in Giddens
(1964). These latter theories held only that play, e.g. any game, as
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
33/78
Nations, Places, and Ruling Serious Games II2
opposed to work, was a completely bounded experience, the risks of
which had no effect outside the boundary of the game.
What Csikszentmihalyi (1975) argues is that play is simply any
activity that is internally motivated (hence autotelic). This means that
work (labor) can also be play to the extent that it provides internal
motivation16. The notion of play can thus be applied to a broad arrayof actions, and, in fact, to action in general, for any action can be
either autotelic (i.e. play) or exotelic (what should we call this?),
according to the involvement of the individual, that is, to his
perception of the source of the motivation for the action.
Exotelic actions receive their motivation from without, that is,
from goals or sanctions external to the action. The organization of the
factory requires knowledges that are external to the worker, and thus
her motivation is not informed as to the real purpose of her labor. The
factory cannot rely upon her motivation (nor her knowledgeability) and
so it relies on the regulation of her actions. The worker/agent/player is
reduced to the laborer/functional-unit/pawn:
16 What Gorz (1990)of course after Marxnotes is that factory labor so
alienates the worker from the results of labor that it cannot be knowledgeably
accepted by the worker as autotelic. The important thing here is that the inert
materiality of the machinery (or the organization which imitates it) affords past
poiesis (dead labour or the organization) a lasting hold over the workers who, in
putting it to use, are forced to serve it. The greater the amount of fixed capital (that
is, of dead labour and dead knowledge) per work station, the more unyielding this
hold. ...dead labour, mind objectified, comes between the worker and the productand prevents work being lived aspoiesis, as the sovereign action of Man on matter
(Gorz 1990, 52). This, however, does not prevent an attempt by management to
sell labor as play. The worker must remember to forget his alienation for the
poiesis of work-that-is-play, and to regard dead labor as play. To the limit that
work is not play, the worker sacrifices his life to dead labor. The fiction of the
nobility of work obscures this sacrifice.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
34/78
Nations, Places, and Ruling Serious Games II4As it becomes more complex, the organization of specialized functions, for
the purpose of accomplishing a task which exceeds the comprehension of any
individual, is increasingly unable to rely on the agents own motivations for
accomplishing this task. Their favourable disposition, personal capacities and
goodwill are not enough. Their reliability will only be ensured by the formal
codification and regulation of their conduct, their duties and their
relationships. I term functional any conduct which is rationally programmed
to attain results beyond the agents comprehension, irrespective of their
intentions. Functionality is a type of rationality which comes from the
outside to the conduct determined and specified for the agent by the
organization in which she or he is subsumed. This conduct is the function
which the agent has to perform unquestioningly. The more it grows, the morethe organization tends to function like a machine. (Gorz 1989, 32)
Gorzs explication of the term functionality (to describe exotelic
actions and organizations) represent a limit both for serious game
theory and for functionalist notions of society. Serious game theory is
centrally concerned with the autotelic actions of players.
Functionality describes the exotelic regulation of the actions of
pawns. Functionalist social theory (despite its universalist
pretensions) finds its limit in the description of functionality. Within
serious game theory, notions of functionality are useful mainly because
of the presence of pawns within games. Serious game theory also
allows for a further description of autotelic (e.g., embodied) action.
How the Game is Played
Autotelically motivated actions require certain ingredients or
conditions. Internal motivations (and knowledges) can be as diverse as
the actions that spawn them, what they have in common is the fact
that they are autotelic to the action. Only certain varieties of actions
create internal motivations: i.e., there are formal constraints on
games, constraints which the theory of serious games will describe:
Common to all these forms of autotelic involvement is a matching ofpersonal skills against a range of physical or symbolic opportunities for
action that represent meaningful challenges to the individual
(Csikszentmihalyi 1988, 181). And so, performance provides a
differential potential for autotelic motivation depending on the
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
35/78
Nations, Places, and Ruling Serious Games II2
opportunities for meaningful challenges to the participant, and also
depending on how the provided challenges match up with the
participants skills and expectations. Because of this differential, an
action, say participation in a collective ceremony, may be autotelic for
one individual and exotelic for his neighbor.
Autotelic motivation creates a particular form of experience.This experience Csikszentmihalyi calls flow, a term derived from a
common element found in many descriptions of it17. According to him,
highly autotelic actions tend to reduce the participants awareness of
time and of self. Similarly, the above encounters described by
Erving Goffman create the selective inattention of concepts such as
time and self:
A visual and cognitive engrossment occurs, with an honest unawareness of
matters other than the activity; what Harry Stack Sullivan called selective
inattention occurs, with an effortless dissociation from all other events,
distinguishing this type of unawareness both from suppression and
repression. (Goffman 1961, 38; after Sullivan)
With all this selective inattention, one might be led to suspect that
autotelic actions were confused, random behaviors. Quite the
contrary. These actions involve intense attention to a perceived set of
well defined concepts, rules, and behaviors. Activities such as rock
climbing and performing surgeryboth of which have been described
as providing deep flow experiencesrequire intense attention to
immediate circumstances (Csikszentmihalyi 1975).
17According to Csikszentmihalyi, the greater the perceived risk, the wider the
symbolic arena of activityup to the point where the individual feels preempted from
entering the activity because her personal skills cannot possibly meet the challengesinvolvedthe more profound the flow experience will be. Furthermore, flow is
apparently not entirely a quantitatively measurable experience: one experience of
an extremely deep flow nature is thus not equitable to several shallow flow
experiences. Deep flow, once experienced, is apparently extremely psychologically
addictive (1975, 138). He also adds that flow experiences organize experience in
evolutionarily important ways (1988, 15-35).
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
36/78
Nations, Places, and Ruling Serious Games II1
The Mask of Ideology
Many actions seem to be paradoxically autotelic and exotelic.
The paradox is real, for there is always a friction between these types
of motivation. For example, actions that are motivated by coercion
(and are by that exotelic) sometimes also offer the structures of
activity that create the potential for autotelic involvement. [The actualstructure of such an action is that of a sub-game (autotelically
motivated) within a larger game, where the individual is coerced by the
larger game into the performance of the sub-game. More about this
later.] The explanation is a psychological one. The individual actually
forgets (remembers to forgetthe game is there to remind him to
remember to forget) the original coercion in favor of participation in
the event for the events own sakejust as though his participation
were originally autotelically motivated. Involuntariness gives way to
voluntary participation18. The notion of voluntariness is itself
problematized, since both a positive goal direction and a negative
punishment can be seen as forms of coercion. This describes a
primary effect of institutions that provide autotelic experiences for
ideological ends: these experiences mask other, exotelic factors.
A horrorific and extreme example of this comes from a study of
prisoners (and from his own experiences) in Nazi concentration camps
by Bruno Bettelheim. Bettelheim (1960) writes that the result of the
involvement of the prisoner in the event of his own imprisonment and
18 Weeden describes this process in terms of the formation of the engendered
subject: The crucial point for the moment is that in taking on a subject position, theindividual assumes that she is the author of the ideology or discourse she is
speaking. She speaks or thinks as if she were in control of meaning. She imagines
that she is indeed the type of subject which humanism proposesrational, unified,
the source rather than the effect of language. It is the imaginary quality of the
individuals identification with a subject position which gives it so much psychological
and emotional force (1987, 31)
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
37/78
Nations, Places, and Ruling Serious Games II2
torture, was a personality structure willing and able to accept SS
values and behavior as its own. (169 [reported in Giddens19, 126]).
What I call risky games, (See: below) are another example of the
psychological force of flow experiences. Such games are voluntary
from the start but they engender inherently serious risks to the
participants. From sadomasochism to sky diving, people putthemselves into potentially lethal contexts to create a deep experience
of flow.
Flow creating actions commonly include sequences of events
that: a) engender immediate challenges (risks); b) demand a level of
mental and/or physical participation; and c) reward this participation
with a corresponding level of flow. Thus the effort to meet the
challenges20 provided by the flow event is matched with an immediate
sense of pleasure/satisfaction. Such actions are performed and
19 Giddens (1979) discusses how this engrossment works in the behavior of a
mob, as an example of what he terms critical situations. Such situations are
distinguishable as radical disturbances of the day-to-day life in routine settings
(123). Following Freud, he points out that these situations trigger a regressive
reidentification with the event (and particularly with leaders in the event). This
regressive form of object-affiliation is highly ambivalent, however, as it can rapidly
swing from a positive (and serious) identification to negative (still serious) rejection
(127). Todays Great Leader is tomorrows sacrificial lamb. He then notes that this
scenario is true not only for concentration camps and mobs, but for the
psychological dynamics of social movements... (ibid, emphasis in the original.)
Critical situations are thus not extraordinary in their organization, but simply more
pronounced in the contrasts of selective inattention they promote.
20The greater the perceived risk, the wider the symbolic arena of activityup to thepoint where the individual feels preempted from entering the activity because her
personal skills cannot possibly meet the challenges involvedthe more profound the
flow experience will be. Furthermore, flow is apparently not entirely a quantitatively
measurable experience: one experience of an extremely deep flow nature is thus
not equitable to several shallow flow experiences. Deep flow, once experienced, is
apparently extremely psychologically addictive (Csikszentmihalyi 1975, 138).
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
38/78
Nations, Places, and Ruling Serious Games II3
repeated in order to achieve and renew this experience. Participation
is its own reward, and performance is the requirement.
Attitude
That such actions always prescribe what must be paid attention
to, and what mustnotbe paid attention to brings us to the role of
attitude in serious game theory, and a major contribution that this
theory makes in articulating the processes of ideology. Attitude, as
this is mapped into the serious game theory, also makes one central
distinction: that of an attitude of seriousness, characterized by careful
attention, and that of triviality, characterized by careful inattention or
denial. Attention is itself a combination of attraction and avoidance;
that is, attention can be defined positively or negatively21.
Sanctions against a behavior or object create attention to its
avoidance. Sanctions are never explicitlyapplied to what is trivial. As
it is not taken seriously, the trivial cannot be acclaimed as a threat.
We will see, however, that failure to follow any of the games rules
even by overt attention to trivialitycan result in expulsion from the
gamebut perhaps in a different manner than an expulsion because of
transgression of an announced sanction. It is perhaps the difference
between insanity and criminality, between the asylum and the prison,
which is a fine difference at that. Attention to the trivial is seen as an
aberrance, rather than a transgression.
A scheme of attitudes
21 Like the world of the trivial, the world of the negative-but-serious was long left
out of functional descriptions of cultures perhaps because of the notion that the
negative-but-serious aspects were actually parts of the individuals psyche, rather
than fully part of public (sometimes less obviously so) actions. This refusal of
anthropology to admit psychology now seems quite arbitrary and short-sighted.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
39/78
Nations, Places, and Ruling Serious Games II3
Games (serious and otherwise, and you can also read
ideologies here) demand that we pay attention to what is serious
(S1), and that we treat as serious what we are told to pay attention to
(S2) (note that these are not the same demands). Money and
patriotism are good examples. Money is serious, and as such it
demands our attention (S1). We are also told to be patriotic (S2)topay attention, and to take patriotism seriously: no irony is allowed
among true patriots. Conversely, games demand that we do not pay
attention to what is trivial(T1), and that we treat as trivial what we are
told not to pay attention to (T2) (these are also two quite distinct
demands). The game is stabilized because it offers a maximal flow
experience for those players who voluntarily follow its demands, who
become engrossed in the game and lose whatever external
perspective that might deflect their correct attitude.
Given the basic demands of the game there are four main
attitudinal stances a participant might have toward the serious aspects
of a game: they can bepakka players, those who follow all the rules
(+S1,+S2); dilettantes, who play the game, but not seriously (+S1,-
S2); dissidents, who play the game against itself (-S1,+S2); and the
avant garde, who deny the game, but still play by its rules (-S1,-S2)22.
There are also four more stances, based upon the attitudes toward the
trivial aspects of the games demands: (+T1,+T2; -T1,+T2; +T1,-T2; -T1,-
22 These fit rather well into Calinescus discussion of modernism. Thepakka players
are the modernists, convinced that they control the future; the dilettantes are into
decadence (an attitude that requires the absence of attention to the boundariesbetween the serious and the trivial); the dissidents are doing kitch and camp (turning
the trivial into the serious and vice versa); and the avant garde is out there
pretending to lead the course of social change, while playing the same game as the
modernists. Of course, the post modernists are opting out of the game altogether, a
stance that looks from various perspectives as any one of the three non-pakka
stances.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
40/78
Nations, Places, and Ruling Serious Games II4
T2). These, we might call respectively the trivial stances of thepakka
player, the skeptic, the deviant, and the clown. Because they take
place in the realm of the trivial, these stances have escaped much
notice and differentiation. For example, studies of culture have
generally not probed the areas of denial that the culture demands.
These are the various marginal positions heretofore relegated tofootnoted descriptions of deviance and farce. The potential for the
world of the trivialthe locus of resistance to the serious gameto
affect the world of the serious has not been sufficiently explored.
Serious game theory brings this dynamic to the fore (and it will be
further explored below).
When combined with the first four attitudinal stances, attitudes
toward the trivial describe a fairly complex range of possible attitudes
toward any aspect of any possible game. There are thus sixteen basic
stances that an individual might have toward a whole game. It should
be noted that to be a player in thepakka sense is only one23 of these
sixteen. This attitude, which I call an attitude of orthoposture is also
a factor in the successful completion of the current game encounter,
and in the players ability to enter future similar encounters. The
orthopostural attitude is that of spontaneous involvement directed as
what is serious for the game, and an equal neglect of what is trivial
within the game. The central task of ideology is to guarantee the
orthopostural attitude of all its players.
Players, Pawns, and Strangers
23All other psychological stances are dangerous to the completion of current game
event, or to conservation of the current game rules. The most dangerous player of
all is the avant garde clown. (These are also the players most likely to be fitted for
straight jackets.)
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
41/78
Nations, Places, and Ruling Serious Games II2
A player, as Goffman uses the term does not include everyone
physically within the game space (1961, 36). There is another, more
general level of participation open to individuals, that ofparticipant. A
player is a participant who is empowered by the rules of the game to
makeplays. (Aplayis any action that effects the state of the game.)
In the game of chess there are two players who make plays usingpieces on a board.
In order to be empowered as a player, a participant must be
chosen to fill a required game role, and must enter this role with that
attitude of voluntary and spontaneous involvement that was described
above. Because of this, an individual can be a player in only one game
at any time. This is quite important, since (as will be presented below)
some games have hierarchical levels of sub-games. A player in a sub-
game is never simultaneously a player in the larger game.
There are two types of non-player individuals who might also be
within the localized game space, and which I will term thepawn and
the stranger. A pawn, as the term suggests, is really nothing more
than a participant that fills the role of a piece of equipmenta part of
the contextin the play of the game. If this brings to mind regal
levantine chess games where servants are dressed as pieces and
ordered about on a courtyard-sized board, then the notion has been
correctly understood. A stranger is someone who is not involved in the
play of the game, but who finds or puts himself within the physical
context of the game. As a rule, strangers bring dangers, as they tend
to distract players by their unaware, inappropriate behavior or bysuggestions for alternate games.
Since their role is to create the action of the game, players are
vitally important for the success of the game. A game fails mainly
when its players lose their spontaneous involvement in its play.
-
8/9/2019 Nations, Spaces, and Ruling Serious Games
42/78
Nations, Places, and Ruling Serious Games II3
Certainly, problems with the context of the action, including mistakes
by pawns and distractions of strangers can contribute to a dis-
engrossment of the players and the premature end of the current
game event. In the end it is still the role of the players to determine
whether the game will continue to its normative closure. Even the
premature death of players, while this might end the current event,would not prevent the next occurrence of the game from selecting a
new set of players.
It should also be noted that only the players experience the
euphoria/flow of the game. A corollary to this is that players in sub-
games experience a lower level of flow than players in the main
game24. One possible outcome of this corollary is that players in lower-
level games (who are thus pawns in the higher level games) should be
susceptible to invitations of other, higher-level games that offer deeper
flow opportunities. An example of this is perhaps the lure of the drug
culture, or the inducements of religions that promise more attractive
afterlives.
Pawns require no prescribed attitudinal involvement (they
provide docile bodies that serve a functional role), and can be pawns
at different games at the same time. In fact, a player at a sub-game is
simultaneously at most a pawn in the larger game. For example, the
ticket-holding audience of a sporting event are pawns in that they are
allowed into the co