Below is the text, more or less, of the keynote presentation I gave at the very awesome F.R.O.G. conference, which took place in Vienna, October 17–19 2008.
Working for the Man: Against the Employment Paradigm in Videogames1
Videogames are often discussed under the concept of “play”, but this is not always how gamers themselves talk about their experience: they use instead vocabularies of desperate competition or violence. Take the very common expression of satisfaction after completing a game: “I beat the game.” What exactly does it mean to beat a game? You can’t have a meaningful contest against an inert digital artefact. From the game’s point of view, you did not beat it. On the contrary, you did exactly what the game wanted you to do, every step of the way. You didn’t play the game, you performed the operations it demanded of you, like an obedient employee. The game was a task of labour. From this perspective, playing a videogame looks as much like work as play.
Of course work is a large component of many types of game. The professional chess player competing in a tournament game does not have the carefree, leisurely attitude sometimes implied by the term “playing”: she is performing massive amounts of cognitive work. Similarly with poker players or tennis players: they are not merely fooling around but labouring mightily. Because it has rules, a game is never just a game but also a system of coercion, freely entered into. This in itself is not surprising: as Johann Huizinga reminded us, the idea of play can comprehend, and is not threatened by, a fanatical seriousness.2 And the workload of videogames in particular is recognised in their description by some scholars as a species of “ergodic literature”.
But videogames seem more and more to resemble work in a different sense: working for the Man. They hire us for imaginary, meaningless jobs that replicate the structures of real-world employment. Continued →
- I also considered the alternative titles “I Got All the Fucking Work I Need“, and “Fuck You, I Won’t Do What You Tell Me“, but I wasn’t sure about the etiquette of swearing in the titles of papers for academic conferences. ↩
- Huizinga, Johann, Homo Ludens: A Study of the Play-Element in Culture (1944; London, 1980). ↩
Who needs books, anyway? One interesting kind of response to
These two books tell the before and after of a catastrophe. Philippe Petit narrates the almost unbelievable story of how, one morning in 1974, he walked back and forth for an hour across a tightrope illegally rigged between the summits of the World Trade Center. American Ground, meanwhile, is an account of the politics and logistics of the massive clean-up operation after the twin towers’ fall. From walking in the air holding conversations with birds, to tunnelling through the rubble finding charred body parts: such is the change wrought by a handful of fanatics.
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