[iDC] Notes Toward a Theory of Ludocapitalism
Ryan Griffis
ryan.griffis at gmail.com
Fri Sep 28 02:30:38 UTC 2007
Keith's last post about the role of games in constructing models for
political economies, or rather models for existing within them
reminded me of Natalie Bookchin and Jackie Stevens' project from a
few years ago - AgoraXchange - that tried to consciously set up a
role-playing environment that would lead to directed world-building
exercises, based on Stevens theories of the problems with nation-
states and kinship conventions.
http://www.agoraxchange.net
One thing that i'm wary of however, is the reification of the
activity of "play" as a non-ideologically defined activity. Sure,
everyone would probably agree that "play" is channeled through
ideological forms, but the notion of "play" itself is rarely
questioned, or its boundaries interrogated. What is the function of
separating the activities of "work" "leisure" and "play" in a context
where most of us here aren't really producing anything necessary to
continue our existence or even contribute much to it (i think that's
probably a safe assumption, but maybe not?). And as is all too clear
in the evolving sphere of networked "play", one person's game is
another's livelihood (or destruction). But what is meant by saying
that someone "is playing" as opposed to, well, anything else -
"working" "learning" "socializing" etc.
With Keith's anecdote about betting/gambling, i start to wonder about
the naturalization process of "play" and "risk-taking" as it is often
related to other forms of survival and the kinds of language that is
used to connect survival (bare life) and the political economy we're
(again, most of us here) operating within. As Keith suggests, games
do a good job of making invisible the politics of the rules, and for
those that excel at a given game, usually the rules become "second-
nature" (thus invisible) themselves.
The question of "if LETS really works or could replace capitalism, we
should ask what political education people get from participating,
however briefly" is a really good one, i think. One thing that seems
to stand in the way though, is that most effective games become
effective through ideological inscription, no? So unless you mean to
suggest a kind of psychoanalytic focus-group kind of survey of
people's participation, it's difficult to ask what kind of political
education "players" get from a given game, as their conscious answers
are likely to be different from the information that actually becomes
effectively implemented.
i am not so versed in theoretical/analytical/historical work being
done on games in these contexts, so perhaps i am missing a big part
of the conversation, but is there any work that does address these
concerns? i'd definitely appreciate anything that people have found
useful.
(and thanks for the points to the info about India and TRIPs Keith -
the collusion between NGOs, AID and TNC/patent activity is also of
importance, as with Microsoft and the Gates foundation parallel
development of relations in India while Linux made major inroads
there, Monsanto has also had a philanthropic/"educational" presence.)
http://c3.unu.edu/plec/plecserv/index.cfm?
template=view_plecserv.cfm&message=203
best,
ryan
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