Games Turn Play into Work

‘Play’ was once a great slogan of liberation. Richard Neville: “The new beautiful freaks will teach us all how to play again (and they’ll suffer society’s penalty).” Play was once the battering ram to break down the Chinese walls of alienated work, of divided labor. Only look at what has become of play. Play is no longer a counter to work. Play becomes work; work becomes play. Play outside of work found itself captured by the rise of the digital game, which responds to the boredom of the player with endless games of repetition, level after level of difference as more of the same. Play no longer functions as a fulcrum for a critical theory. The utopian dream of liberating play from the game, of a pure play beyond the game, merely opened the way for the extension of gamespace into every aspect of everyday life. While the counter-culture wanted worlds of play outside the game; the military entertainment complex countered in turn by expanding the game to the whole world, containing play forever within it.

Notes:

Folksonomies: play critical theory game

Taxonomies:
/law, govt and politics/politics (0.732549)
/society/unrest and war (0.647496)
/education/homework and study tips (0.646998)

Concepts:
Critical theory (0.852096): dbpedia_resource
Earth (0.833104): dbpedia_resource
Pure play (0.822184): dbpedia_resource
Diversification (marketing strategy) (0.688519): dbpedia_resource
Counterculture (0.591699): dbpedia_resource
Game (0.590004): dbpedia_resource
Play (0.546211): dbpedia_resource
Play (activity) (0.516487): dbpedia_resource

 GAM3R 7H30RY version 1.1
Books, Brochures, and Chapters>Book:  Wark, McKenzie (April 2007), GAM3R 7H30RY version 1.1, Retrieved on 2024-05-29
  • Source Material [www.futureofthebook.org]
  • Folksonomies: critical theory gaming