Give me, give me, give me stories, that sing, simple and
better than the grey everyday, too tired to think, standing,
and having to listen to the shit people say on the bus when
you forget your headphones.
Give me fear, give me fear, big black heavy hearted
fear, give me failing schools, killer spiders, credit cards, give me
money markets, cutbacks, gas shortages, give me early redundancy,
calculate my pension. Laugh.
Give me, give me, give me my working class hero, give me
essex tones and words you have to google, and forget the easy one liners
about some fit bird. Give me my clown, give me my clown,
give me the only thing that can speak to power, caper.
Give me giving up. Give me no more. Give me no reason,
give my vote back, give me a democracy
that is unticked boxes, give no common language, give
me a brick to throw, give me a breaking window.
It looks like the line described in the air by an object that is both surprising and inevitable.
Give me that intake of breath
That first step
Give me him then
And let me hold his face in my hands
Let me whisper that I know that we sort of hate ourselves
This thing we have built, it sort of makes us hate ourselves.
And we see ourselves in others.
And we know we can do better.
That’s why.
Give me the night sky. Give me clear northern skies and
when you can’t bring them down, give me London drizzling
under distant light reflected in the river and the wind
that pushes us both together. Complicatedly.
And when you can’t give me complication, give me difficult
context, give me not knowing and having to weigh, and push,
pull, and test, earn, try my strength and break, and then try again.
And when you fall, know I will pick you up. And we will both try harder.
Give me a revolution made out of everyone deciding to be a little kinder.
Give me the moment, the last moment you let someone change your mind.
Give me the love, the love, the most love you’ve felt in a moment, give me that memory like a charging iPhone used to warm our hands. Give me a difficult story. Give me complicated heroes. Remind us whose hands made this thing that we’re holding. Find a place to begin.
This is a small extract of a section of a chapter of the PhD I completed and passed this summber. I’m posting it in order to supplement a discussion I’m trying to have in 140 characters to very little avail. When I’ve thought long-form I struggle to shrink it! This will be different from the final version which (I hope) will be online in the new year. I have to submit some methodology clarifications before it can go up, but because of REF deadlines the uni have asked me to submit them in January. Blah Blah. Here:
Games as systems of control
However – before discussing games as a route to community, agency, abstraction, and the inbetween – a second caveat should be added. Although pervasive games have an ability to reunite personal choice with tangible consequence, to re-place the body in a metallic inbetween, this is not a solution. It is a way of seeing and a way of being which can amount to a friction-practice, but games are also systems of control (as well as a frame) – they are willingly entered into, but are also, fundamentally, experience engines. For this reason private interests will seek to use the form for control and profit (c.f. the Hollywood-style gaming blockbuster, or the practice of gamification* in advertising), and for this reason artists should also be in this space, making use of the affordances of games to re-reveal private interests.
Likewise the tyranny of ‘fun’ in games should be rejected. Games should not be defined by ‘fun’, but rather unwork. If ‘fun’ is the intended outcome then what you are demanding is a work – something with a product. The games theorist Jane McGonigal is perhaps the guiltiest of this approach. McGonigal situates pleasure (as opposed to unwork, or leisure) as a manner of empowerment – her view is that intrinsic[3] reward is what gaming offers (here gaming takes on a broad definition to include the pervasive, digital and traditional), and that the satisfied individual should be the ultimate end, because they are more productive, and can be applied to ‘fixing’ the world. In Reality is Broken, McGonigal suggests that in the context of global capitalism,
[…] everyone on the planet is being sold the same dream of extrinsic reward. […] but there is cause for hope. One group is opting out of this soul-deadening, planet-exhausting hedonic grind, and in larger and larger numbers: hard-core gamers. […] Good games are productive. The producing a higher quality of life… gamers aren’t escaping their real lives by playing games. They are actively making their real lives more rewarding. (2011, pp. 50-1)
Admittedly she is trying to argue against the rejection of games as ‘not serious’ (a problem Huizinga also dealt with) but the problem is that where Huizinga says that games are not the opposite of seriousness but both transcend and envelop it[4], McGonigal argues for the productivity of games. In the McGonigal view, games are systems that produce and players are throughput. Instead of a creation of a radical inbetween of unwork where one might discover a space and manner of being that the Spectacle cannot commodify, McGonigal proposes games as a form of equation. McGonigal’s terminology turns games design, which she calls the ‘optimisation of human experience’, into ‘an applied science’ where game designers ‘are becoming the most talented and powerful happiness engineers on the planet’ (2011, p. 38). This notion of ‘engineering happiness’ is deeply troubling. Game designers construct experience engines, spaces of possibility, McGonigal’s suggestion that these engines should be turned to any particular prescribed ‘product’ – for all the good intentions in the world – is at best wrongheaded, and at worst dangerous. McGonigal’s ‘happiness’ is contingent on a box-ticking model of personal fulfilment, and looks towards ‘harnessing’ the power of gamers as satisfied individuals; her aim is always an end. Instead, this thesis suggests, games are better situated as a route to a ‘middle’, to socio-political and personal practice. Or, in fact, to a Boalian notion of ‘happiness’ identified by Julie Salverson in her discussion of the experience of the witness:
Happiness, for Boal, is both a personal and a social task that is always difficult and involves making things better: more generous, more ethical, more just, more alive. […] I am interested in the importance, even the ethics, of a courageous, tough kind of happiness that is based […] in contact with others and oneself. (2006, p. 146)
McGonigal’s happiness is found in the end of the game, Boal’s is in the interplay. In the joined-up encounter with the subjective other or in the inbetween of ‘what is’ and ‘what if’ encountered when the magic circle traces the gaps in time, space, technology and social structures – that is where play becomes and can sustain true radicalism. Tassos Stevens of Coney delivered a talk as part of a series presented at the Wonderlab event in 2010, which brought together practitioners around the areas of playful structures and digital technology. In it he dealt directly with the McGonigal ‘productive’ gamer:
Jane McGonigal says reality is broken and let’s fix it with game, a whiff of formalin in the air. Her lens on the world is rather monocular, fundamentalist in the proper sense of the word. It rarely admits failure and dreams of a superhumanity. But I think I can do no better than make play with people, and forcing them into one game they don’t want to play is like trying to choreograph butterflies […] the best play doesn’t tell you how to act, play invites you to imagine what if and – if then – what do you want to do about it. It’s a principled belief that creates an action-space, where the agent of play is you. (2010)
Happiness is not a product, it is a practice, and, as Stevens suggests, radical play – that which truly opens an inbetween – doesn’t frame itself in terms of consequence, but invites the player to inhabit a space of possibility, a space of encounter, a place where the subject discovers their subjectivity and encounters the subjective other.
[3] As opposed to the ‘extrinsic’ rewards put forward by ‘globalisation’ (McGonigal, 2011, pp. 50-1).
[4] ‘[…] play’s the thing by itself. The play-concept as such is of a higher order than is seriousness. For seriousness seeks to exclude play, whereas play very well include seriousness’ (Huizinga, 1950, p. 45).