nations, spaces, and ruling serious games

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    Nations,

    Places,

    and

    Ruling Serious Games

    Bruce Caron

    Winter 1992

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    Frontispiece

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    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.

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    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

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    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

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    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

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    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.

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    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

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    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.

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    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

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    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

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    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.

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    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).

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    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.

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    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

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    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.

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    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

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    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

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    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.

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    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?

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    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.

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    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.

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    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.

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    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.

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    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

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    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

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    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)

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    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.

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    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

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    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)

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    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

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    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.

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    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

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    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).

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    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)

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    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).

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    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.

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    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.

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    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.)

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    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.

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    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