Wednesday, March 14, 2012

Control in Gamespace

McKenzie Wark wrote the book Gamespace, drawing parallels between our reality and the beloved video games of our society. In it he drew many life comparisons, about the fomulation of our "gamespace" and ourselves, and the need for video games. Video games, he feels, are necessary because they give us options where movies do not, but unlike reality conform to fairness toward the rules. However, as video games have become more complex and advanced they become more chaotic like this world.


Yet this world is a game. As we play video games and develop theories on how to overcome the obstacles--gamer theory--we also develop theories on how to overcome obstacles in everyday life--gamespace. Gamespace is the world in which we live in. As we continue to develop theories for gamespace, the gamespace changes. McKenzie Wark argues that games like “The Sims” are so popular because this world does not follow the rules it gives. McKenzie writes in Gamer Theory, “If it is a choice between ‘The Sims’ as a real game and gamespace as a game of the real, the gamer chooses to stay in The Cave and play games. The contradiction is that for there to be a game which is fair and rational there must be a gamespace which is neither.”(49) In “The Sims” the player follows the rules given to get to achieve career goals they wish to succeed in. However, in the real world many of us have followed the rules only to get passed over. When I was in Retail Management I followed all the rules to move up the ladder, however, because of office politics that were beyond my reach, another person was given a promotion that was meant for me. This is the gamespace that we live in, a place that contains shifting rules, which do not always result in predictable success.

So what then allows for success in society? Wark writes, “Here is the guiding principle of a future utopia, now long past: ‘To each according to his needs; from each according to his abilities.’ In gamespace, what do we have? An atopia, a placeless, senseless realm where quite a different maxim rules: ‘From each according to their abilities--to each a rank and score.’ Needs no longer enter into it. Not even desire matters.”(21) As if we were in a game, our abilities best determine who we are in society. Our everyday life is like a game; we are driven to compete and succeed, to win against all others. “Gamespace wants us to believe we are all nothing but gamers now, competing not against enemies of class or faith or nation but only against other gamers.”(24)

Those who have control over the gamespace wish to keep control; they are the military-entertainment complex. Like a video game, gamespace and its inherent rules can grow stale and boring. Wark states “Boredom becomes pervasive, uncontainable--a real threat.” Wark continues that the military-entertainment complex displaces the boredom of one game into another, always striving to keeping players entertained. “Boredom with any particular game is always displaced onto another game, before it calls into question the imperfections of gamespace as a poor excuse for how one could live and labor among these richly productive and seductive lines.”(173) The enemy of the game is boredom because it recalls for gamers the fact that “the most deluded of gamers can eventually realize that their strivings have no purpose, that all they have achieved is a hollow trophy, the delusion of value, a meaningless rank built on an arbitrary number.”(166) Wark wrote this examining gamers and games, but in gamespace this can be applied as well. The accumulation of products, goods, money, and land all amount to a hollow trophy. Society has to change the rules of gamespace, the same rules that frustrate us and passed me over for a promotion, otherwise the players may leave or try to change the gamespace.


http://www.amazon.com/Gamer-Theory-McKenzie-Wark/dp/0674025199/ref=sr_1_1?ie=UTF8&qid=1331713647&sr=8-1

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