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Better Problems: Neoliberalism, Strategic Achronicity, and the Experimental Games To-Be-Made

Better Problems: Neoliberalism, Strategic Achronicity, and the Experimental Games To-Be-Made Better Problems Neoliberalism, Strategic Achronicity, and the Experimental Games To-Be-Made doug stark A review of Patrick Jagoda, Experimental Games: Critique, Play, and Design in the Age of Gamification (Chicago: University of Chicago Press, 2020). Cited in the text as EG. Games saturate our contemporary lifeworld. Entertainment media often center around games of competition and chance: Reality game shows test everything from knowledge, physicality, and romantic compatibility to drag, baking, and topiary in “last one standing” formats; fictional TV series, novels, and films regularly take games as a theme or motif; e-sports mark the expansion of sporting spec- tatorship into virtual worlds. Outside of entertainment, games serve as military training simulations, metaphors in economic theory, and a frame for political “races.” In our day-to-day lives, applica- tions facilitating exercise, language learning, task management, and even sleeping adopt the ludic. Simultaneously, both so-called analog and digital game industries boom. Video games alone reportedly had 2.7 billion players in 2020. qui parle Vol. 30, No. 2, December 2021 doi 10.1215/10418385-9395334 © 2021 Editorial Board, Qui Parle 400 qui parle december 2021 vol. 30 no. 2 What to call this twenty-first-century prevalence of the game? Names abound: McKenzie Wark’s “gamespace,” Joost Raessens’s “ludification,” http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Qui Parle: Critical Humanities and Social Sciences University of Nebraska Press

Better Problems: Neoliberalism, Strategic Achronicity, and the Experimental Games To-Be-Made

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Publisher
University of Nebraska Press
Copyright
Copyright © Editorial Board, Qui Parle
ISSN
1938-8020

Abstract

Better Problems Neoliberalism, Strategic Achronicity, and the Experimental Games To-Be-Made doug stark A review of Patrick Jagoda, Experimental Games: Critique, Play, and Design in the Age of Gamification (Chicago: University of Chicago Press, 2020). Cited in the text as EG. Games saturate our contemporary lifeworld. Entertainment media often center around games of competition and chance: Reality game shows test everything from knowledge, physicality, and romantic compatibility to drag, baking, and topiary in “last one standing” formats; fictional TV series, novels, and films regularly take games as a theme or motif; e-sports mark the expansion of sporting spec- tatorship into virtual worlds. Outside of entertainment, games serve as military training simulations, metaphors in economic theory, and a frame for political “races.” In our day-to-day lives, applica- tions facilitating exercise, language learning, task management, and even sleeping adopt the ludic. Simultaneously, both so-called analog and digital game industries boom. Video games alone reportedly had 2.7 billion players in 2020. qui parle Vol. 30, No. 2, December 2021 doi 10.1215/10418385-9395334 © 2021 Editorial Board, Qui Parle 400 qui parle december 2021 vol. 30 no. 2 What to call this twenty-first-century prevalence of the game? Names abound: McKenzie Wark’s “gamespace,” Joost Raessens’s “ludification,”

Journal

Qui Parle: Critical Humanities and Social SciencesUniversity of Nebraska Press

Published: Jan 6, 2022

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