“Single-player games with plenty of weapons to upgrade, skills to gain, and currencies to spend are perhaps the archetypal iteration of this phenomenon, but almost all contemporary games contain some mimetic elements of work and market exchange. They don’t offer fantasies of escape, of imaginative play for its own sake; they offer a fantasy of rules—a rationality otherwise missing from the contemporary wage labor process. Vicky Osterweil has called this type of game a “utopian work simulator”; it doles out rewards at predictable intervals in exchange for our disciplined effort. These rewards can make the game easier, allow us to purchase in-game adornments, signal our achievements to others, and progress in a logical and satisfying trajectory toward an achievable goal. Games remain a form of diversion, but what they divert us from is not our labor, but our disappointment with its volatility, its arbitrariness, its cruelty and unfairness.”

  • Telorand@reddthat.com
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    6 days ago

    No, that’s not a short read for what amounts to “work conditions bad, art imitates life.” What they said could have been said with a lot less.

    Perhaps I just don’t like their writing style, but it reads more like a high school book report to me than a succinct article.