The New Dialectic of Play
George N. Dafermos
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"Games, like institutions, are extensions
of social man and of the body politic, as technologies are extensions
of the animal
organism."
Marshall McLuhan
In Douglas Rushkoff's recent work one frequently meets the implicit
hope that juvenile videogame players, when they come of age, will
assume a different attitude toward many things the previous generation
accepted as given and never bothered to question as to their social
legitimacy. It is thus hoped that this generation of joystick capitalists
and social hackers, having learnt from game-playing to look for
way-outs and parallel or alternative solutions where none seemed
to exist, will search for and discover new ways to incubate a mass
culture of curiosity in which tinkering with the underpinning principles
of political, social, and economic organisation is massively encouraged. [1] But
this optimistic voice has been heard before. From Johan Huizinga's
and Marshall Sahlins's belief in the innate capacity and desire
of human beings to organise and structure life around play and
playfulness to the protean consciousness proposed by Robert Lifton
as a coping mechanism structured around the many personas and avatars
that nowadays younger people 'dress themselves with' in order to
accommodate the demands being placed upon them in a time where
one is always-on and always-connected to different communities,
play has been offered as the only fix capable of injecting some
vital versatility, harmony, and equilibrium into our turbulent,
laden with anxiety, overburdened lives. [2] However,
this hope for liberation and harmony through play is not only limited
to the scope of one's free time, but it extends well beyond it
to the work shift.
I have come across a good many Web developer saying half-jokingly
that developing a Website is half real work and half play. [3] Or
half art, half work, whatever. But if play and fun consists in
spouting out, churning out line after line, frame after frame,
template after template, Website after Website, hour after hour,
day after day, and weeks go by, then I am sorry but I cannot see
how this can be much of a funny or empowering line of work. Yes,
there are Web developers on the payroll of creative agencies whose
work content is nothing but creative. Developing ten nearly identical
Websites per day can be seen as a creative thing to do only in
a very twisted, pathetic, and ironic way. Developing a Website
for oneself, as a personal project kind of, with no employment
contract involved, could be fun, I suppose. So, too, would being
a Web developer with CICV [4],
working inside a refurnished old castle in rural France, on a project
commissioned by a commercial organisation which is demanding nothing
less and nothing more than an innovative Website, no strings attached,
under the spiritual leadership of a world renowed digital art connaisseur
like Bongiovanni. At CICV, whose raison d'etre is to explore and
accelerate the convergence of creative art and digital lifeforms,
work consists in researching, and research consists in working.
And both should be geared at exploring new ground, doing something
that has not been done before, building technology artifacts that
none has dared to build before. But there are no job definitions
at CICV. Everyone working there is an artist. Dreams and fantasy
worlds, like the CICV universe, do indeed exist in real life. And
real people are being paid real money to work (or play) there.
But unfortunately dreams and fantasy worlds do not last forever.
CICV has recenly bitten the dust, a deceased research centre, once
buzzing and steaming with life, now left to decay. [5] What
is the moral of this story? Maybe the death of CICV will serve
as a symbolic death, a symbolic manifestation of the practicalities
(or contradictions) inscribed in the daily practice of coding for
a living. Waged Web developers can hardly be “artists”. Or anyway
most of the times when they choose to function as artists, they
cannot expect to be making a decent wage. Choose your life. Choose
a job. Choose a career. Choose a mortgage payment. Or choose art
and autonomy instead. But if that is what you choose, then you
might as well have known better. For real art and autonomy, that
is, of the complete and absolute kind (which, said otherwise, is
not reducible to the product of one's labour, but, rather, can
only have a meaning in the context of the way one leads his or
her whole life), have little to do with commodified work (in fact,
they have nothing to do with any kind of work, since work, if conceived
in its purest form, consists in the artificial and forced rotation
of life about the dual axis of production - consumption).
And despite all this, the search for inner meaning through play
and playfulness is alive and kicking wherever one turns to. The
hope is still kept alive. Increasingly, in the business and management
literature, employees are being portrayed as soccer players, and
managers are being re-conceptualised as coaches. The market, once
referred to as the battlefield, is now understood through images
of green football fields. [6] Weird?
Interesting? Perhaps. Nowadays, businesses reinvent themselves
and their work environments to become more pleasant to their players.
Kodak, in Rochester, New York, has a 'humor room' packed with toys,
videos, and all sorts of games to keep its players well entertained. [7] Such
stories abound. And every single one of them points to one direction:
commercial entities, if they wish to remain alive in today's ultra-volatile
environment by attracting and retaining the human capital required
to make this wish come true, should reinvent themselves and work
inside them along the lines of play and art. The title of Joseph
Pine's and James Gilmore's hugely influential business book The
Experience Economy: Work is Theatre and Every Business a Stage speaks
for itself. Pine and Gilmore advocate that corporations should
be run like theatrical performances, with scriptwriters, directors,
producers, and performers substituting for workers, managers, planners,
and shareholders. The new concept of work is defined through shiny
stories and glossy metaphors made to fit with the post-industrial
reality in which every business, if it is to survive, ought to
be run like a showbiz. [8] And
plenty of management academics and superstar consultants, from
Malone and Laubacher [9], Kao [10],
Pauell [11], Evans and Wurster [12] to
Joel Kotlin [13], are telling
us that Hollywood is now the defacto organisational model for running
a business the right way. Even Andy Grove, former chairman of Intel,
has likened the modus operandi of the software industry to the
way theatrical and Hollywood productions are being put together. [14] But
make no mistake, the hollywoodisation of business and the alleged
reinvention of work around theatre and play is often misleading
for it represents only one side of the coin that knowledge workers
are tossing, unaware of the darker side that hides beneath.
Had he been alive to witness all this, Herbert Marcuse would
have shot himself in the face. What once Marcuse defined as antithetical
to work and productivity [15] is
now being taken for a spin by the cultural-industrial complex,
albeit in a twisted form, ending up reinvented as the basis for
the operationalisation of cognitive-informational capitalism, serving
as the ultimate rationalisation of the spectacle to the extent
that play becomes indistinguishable from work. Though this claim
may sound exaggerated at first – indeed, how on earth could authentic
play be considered work? - suffice to say that reality-shows, which
are nothing but media-mediated dialy routines in which the theatre
of the absurd takes on a push-button dimension with the addition
of faceless spectators who vote electronically for the direction
of the show (ie. evicting players out of the game, rewarding players),
pay people to play. In the world of reality-TV game shows, players
are workers, and vice versa. The day when even a claim as exaggerated
as this one may seem now will be obvious is not far. A new reality-TV
game show, Human Resources [16],
is designed around the concept that players compete against one
another for the 'privilege' to work. As expected, the game show
has received fierce criticism, especially from left-wing cultural
critics and political parties. But that is hardly important. What
is more important is that industrial-age definitions of play and
work no longer apply to the contemporary game. Now, stripped off
of their original meaning, work and play (or the juncture of work
and play) are satisfying the requirements of the spectacle for
the establishment of a media-hypertrophic situation in which the
labourers involved in immaterial production cannot tell with any
degree of certainty whether they are working or playing. In fact,
for most of them, this question is entirely devoid of any meaning:
play has lost the erotic scent it once afforded, and its hedonistic
dimension has been incorporated in a trap designed for the mind.
Now, the project of work is no longer threatened by sexuality and
playfulness: workers are encouraged to indulge in any act of sex
and play they wish as long as they do it inside the office, and
return back to their work routines with reinvigorated enthusiasm.
Contrast the historical development: in Stalinist Russia factory
workers were prohibited from putting their hands in their pockets,
so that they would not even think of masturbating, whereas, by
contrast, in reality game shows workers-players are prohibited
from leading an austere life. Game over is now an oxymoron.
Notes [1] Rushkoff, Douglas. 2004. Open
Source Democracy. Demos, at http://www.rushkoff.com/downloads/opensourcedemocracy.pdf
[2] See Sahlins, Marshall. 2003. Stone-Age
Economics. Routledge; Huizinga, Johan. 1971. Homo Ludens: A Study
of the Play Element in Culture. Beacon Press; and Lifton, Robert J. 1993. The
Protean Self: Human Resilience in an Age of Fragmentation. NY: Basic
Books.
[3] Characteristically, in a Hotwired
interview in 1998, Gregor Rothfuss, a Web developer who sits at the board
of the OSCOM
(central organisational for Open Source Content Management), when asked
what he liked the most about the Net, he replied: “The very fine borders between
serious work and play when you design a Web site”. http://hotwired.wired.com/members/98/05/geek0a.html
[4] URI: http://www.cicv.fr/
[5] See Rivoire, Annick. “Art Digital:
le CICV effacé du disque dur”, Libération, July, 22, 2004. http://www.liberation.fr/page.php?Article=225391
[6] Nonaka, Ikujiro. 2001. Synthesizing
Capability: A Key to Create a New Reality, September 11, at http://itmnet.cba.hawaii.edu:82/Nonaka.ppt
[7] Kao, John. Jamming: the Art and
Discipline of Business Creativity. NY: Harper-Collins, 1996, pp.66-67.
[8] See Peters, Tom. 1994. Liberation
Management. Pan.
[9] Laubacher, Robert J. and
Malone, Thomas W. 1998. The Dawn of the E-lance Economy, Harvard Business Review,
September.
[10] Kao 1996.
[11] Powel, Walter W. Neither
Market Nor Hierarchy: Network Forms of Organization, Research in Organizational
Behaviour, 12 (1990): 296-326.
[12] Evans, Philips and Wurster,
Thomas. 1999. Blown to Bits: how the new economics of information transforms strategy.
Harvard Business School Press.
[13] Kotkin, Joel and Friedman,
David. “Why
Every Business Will Be Like Show Business”, Inc., March
1995, p.66.
[14] Cited in Owen, Geoffrey
and Kehoe, Louise. “A Hotbed of High-Tech”, Financial Times,
June 28, 1992.
[15] Marcuse, Herbert.
1966. Eros
and Civilization: A philosophical inquiry into Freud. Beacon
Press, and at http://www.marxists.org/reference/archive/marcuse/works/eros-civilisation/index.htm
[16] See Lachnit, Carroll.
2002. Playing the HR game - Between The Lines - Human Resources
- Television
Program Review,
November, at http://www.findarticles.com/p/articles/mi_m0FXS/is_11_81/ai_94638421/print .
Publication notes
This text was prepared for the Medi@terra
05 Festival (http://www.mediaterra.org),
scheduled to take place in Athens, Greece, in December 2005,
as a complement to a presentation discussing the appropriation
of play by the spectacle; and is largely based on G. Dafermos, The
Critical Delusion of Immaterial Labour (October 2005, unpublished
manuscript). However, the Medi@terra 05 Festival has been called
off, and re-scheduled for Autumn 2006. In light of this, it is
very likely that this text will continue evolving, effectively
mutating into something quite different in the space of the following
nine months, for the purpose of the Medi@terra 05 Festival.
About the author
George N. Dafermos is an independent researcher and author located
in Crete, Greece.
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