[-empyre-] Why videogames are so special (questions about sub- and counter-culture)
Georg Russegger
georg.russegger at ufg.ac.at
Sat Dec 4 23:40:26 EST 2010
dear -empyre-
quite a heterogeneous discussion so far...
On Dec 1, 2010, at 12:02 PM, Simon Biggs wrote:
»... or those who wish to critique or attack the economic hegemony we
inhabit, a
route to this is to ensure one's play is unproductive or, even better,
anti-productive (eg: destructive).«
i cant see a future perspective in exchanging the economically branded
term of "productivity" with the innovation based term of
"destruction" (e.g. schumpeter).
I am concerned that the whole cultural analysis fragment of "cool
cultures" (e.g. The Laws of Cool, Alan Liu, Chicago 2004) have been
cut out - not only marx, ford, keynes or schumpeter should be taken
into account. in many ways the idea of necro-productivity has been
introduced under the misleading discussion of post-modernism and cyber-
marxism. Agreeing that we never have been modern, we apply on this
analysis a perspective shift from the »cult of information«
»knowledgework« to the »cult of gameplay« and »playwork« (or as
mentioned playbour - which is def. the better design term).
besides the exchange of termini the question transforms into a serious
problem: "destructive play" or "playful destructivity".
also i would question if the »anti«-attidude is appropriate here. in
my anderstanding the »counter-culture« is not per se sub-culture (e.g.
Ken Goffman, Counter Cultures through the Ages).
this is why the punk-movent is more or less a nice but artificial
implementation into this discussion. Some of this parameter have been
observed in research on japanese cool culture, a.k.a.
"hikikomori", "otaku" or "fujoshi"-subculture appearing at tokyo game
show or harajuku-youth culture. this would be an example on "style"
not "attitude"-based
trying again to revisit the co-evolutionary moment of playful self
empowerment of the humankind in a media anthropological sense Daniel
Cook's question helps:
On Dec 4, 2010, at 9:36 AM, Daniel Cook wrote:
»The real questions for me become: What transformations occur when we
shift from human executable multi-player rules to rich computer
executable multi-player rules?
When that shift occurs in government? In workplace management?«
in the following days (if there is spare time) i want to think about a
model which does not distinct between subject-object behavior (inter-
re-action) systems
related to the question about sub- and counter-culture in
(video-)gameplay. but i am still critical about the fact that
"screenager"-like media dispositions are
a valid framing for the discussion. if we can find a scale free common
ground of discussion which is solid as well in terms if "cross-media
(reality) gaming"
this would be helpful.
is there an example for rich computer executable multi player rules
around?
sorry for the defrag. post - its saturday and there is snow everywhere
- i will go out.
cheers
GR
Dr. Georg Russegger
Ludic Interfaces
www.interface.ufg.ac.at
www.ludicinterfaces.com
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