Jos de Mul. Afterplay. In: V. Frissen, M. de Lange, J. de Mul, S. Lammes & J. Raessens (eds.) Playful identities. The Ludification of Digital Media Cultures. Amsterdam: Amsterdam University Press/ Chicago University Press, 2015, 337-45. [n.b. pdf contains entire open access book]
Poor me! I am a nuance - Friedrich Nietzsche
Hurray for Homo ludens 2.0
In the introduction to this volume we proclaimed a global ‘ludification of culture’ and have argued that playful technologies, which have been embraced worldwide with great enthusiasm in the past decades, have profoundly affected our identities. We have demonstrated how our narrative identity, as part and parcel of a centuries-old book culture, has in the past decades been complemented, and even partly replaced by, more playful types of identities. The subsequent chapters in this volume have analyzed and interpreted Homo ludens 2.0 by focusing on the different dimensions of our new state of play from a variety of disciplinary and interdisciplinary perspectives.
However, as we have argued with Huizinga in Chapter 1 , narrative and play are no real opposites, because narrative itself can also be understood as a particular form of play. For that reason the ‘ludification of identity’ in contemporary digital culture should be regarded as an extension of the playful dimension of human life rather than as a radical change. Taking Caillois’ division once more in mind, we might say that whereas narrative, as it has been developed in writing culture, is predominantly bound to mimicry[1], the digital technologies that play an important role in the construction of playful identities complement this mimetic dimension with agôn, alea, and ilinx. As playful identities, we play many different ‘games’ in the various domains of our everyday lives. Unlike Huizinga, who considered play and technology as complete opposites, we have shown that technologies, although they may be partly developed for dealing with ‘the necessities and seriousness of everyday life’, nevertheless often spring from, and afford all kinds of, playful behavior. And if we look at the enthusiasm with which literally billions of people use their smartphones, tablets, and game consoles, it does not seem to be an exaggeration to assume that technology has even become one of the main domains of the ludification of our culture and identity.
Although several authors in this volume have made critical remarks about the ludification of our culture and identities, the book’s primary objective was not an evaluation of this phenomenon from a normative point of view. Our main aim was to understand how the construction of playful identities through ludic media technologies takes place. Although we will not offer a detailed normative judgment in this ‘afterplay’, we will also not finish our adventurous journey through ‘Playland’[2] without reflecting on some of the “advantages and disadvantages of play for life ”.
Because of its immense variety, the play phenomenon is surrounded by a diversity of theoretical discourses. Brian Sutton-Smith distinguishes in his book The ambiguity of play no less than seven different ‘rhetorics’, which respectively approach play from the perspective of progress, fate, power, identity, imaginary, self and frivolity. In these rhetorics we recognize many of the characteristics of play that we came across in the theories of other play scholars like Huizinga and Caillois. Sutton-Smith emphasizes that “each rhetoric applies primarily to a distinct kind of play or playfulness [and to] a distinct kind of players” (Sutton-Smith 1997, 15). Discussions about the value of play are so often confusing because the participants depart from the use of different rhetorics, and refer to different kinds of play and players.
The game of life: Knowing how to play, fair play & fun
Why would living a playful life be advantageous and which dangers can we expect from such an endeavor? Let’s try to sketch the most fundamental benefits and disadvantages that are at stake, with regard to the following three basic dimensions of human experience: knowing, acting, and feeling.
In order to be able to live our human lives in a meaningful way, we have to understand our world, our fellow men, and ourselves. Playing can help us to develop the necessary skills and insights to play ‘the game of life’ successfully. This cognitive function of play hasbeen studied since the 19th century by biologists and developmental psychologists (for a historical overview, see Smith 1982). Play can prepare human juveniles for adult life, and different forms of play have different functions in developing disparate spheres of adult life, varying from practicing motor skills and competition to exercises in imagination. Moreover, play both helps us to acquire specific skills and insights, as well as enhancing the flexibility of behavior, as it helps us learn to switch between and improvise with all kinds of behaviors and prepares us to deal with the unexpected. Inspired by the work of biologist Stephen Jay Gould, Sutton-Smith approaches the amazing diversity and variability functions of play from the perspective of adaptive variability: “If play is to be seen as some kind of adaptive variability, Gould’s account provides evolutionary metaphors that certainly have some power. If quirkiness, redundancy, and flexibility are keys to evolution, then finding play to be itself quite quirky, redundant, and flexible certainly suggests that play may have a similar biological base” (Sutton-Smith 1997, 224).
We want to clarify this a bit further by referring to Heidegger’s analysis of human existence in Being and time.[4] For Heidegger, existing as a human being means that, while living in the present, we are always oriented toward our future possibilities, while at the same time always being constrained by the possibilities we have realized in the past. In a concise formula, Heidegger calls man a geworfene Möglichkeit, a “thrown possibility” (1996, 135). However, our attitudes toward our past and our future possibilities are not the same. We narrate and interpret our past and we play with, and act upon, our future projects. Of course these dimensions are not completely separate. Our past is not simply behind us, but continuously effective in our present actions, and in our interpretations we continuously revise our past. Moreover, the choices we make during our actions are always grounded in our past. This is the reason that narratives and other (interactive) forms of play are often so entangled. Although situated in the past, stories can often inspire new future possibilities, and though oriented towards the future, games can often repeat possibilities from the past. Typically, human beings tend to identify themselves with the choices made in the past and for that reason become less playful as they grow older.
Yet this does not mean that the shares of thrownness and possibility are always of equal weight. Since the beginning of modernity in Western culture there seems to be a growing dominance of the projective dimension of our existence above our thrownness. In the modern era, man understands itself predominantly as an autonomous, free acting subject. Homo sapiens has increasingly become Homo volens. Modern technology has given this autonomous subject powerful extensive means to increase the power to imagine and realize new possibilities. Interactive technologies can be regarded as derivatives of this modern ideology of autonomy. It is no coincidence that interactivity is one of the key concepts in the study of digital media and culture. No less in the computer game than in the ‘game of life’, modern subjects continuously have to make choices. Whereas in premodern cultures most choices – life partner, occupation, religion – were usually made for us, in (post)modern times we continually have to choose. Whether it concerns the simple choice between taking the left or right door in a computer game and choosing a partner, profession, or lifestyle, every time the emphasis is on the volitional dimension of our personality. For that reason, the need for the flexibilization of ourselves is greater than it has ever been in human history. As Turkle puts it: Not so long ago, stability was socially valued and culturally reinforced. Rigid gender roles, repetitive labor, the expectation of being in one kind of job or remaining in one town over a lifetime, all of these made consistency central to definitions of health. But these stable social worlds have broken down. In our time, health is described in terms of fluidity rather than stability. What matters most now is the ability to adapt and change – to new jobs, new career directions, new gender roles, new technologies” (1995, 255).
Of course, ludic technologies have not caused this change in identity. This transformation of the modern self is a complex process in which, among many other things, social, political, economic, and technological developments play a role. However, the massive dissemination of ludic technologies in Western and Westernized cultures is without a doubt also part of this complex process. It demonstrates that in postmodern culture there has been a major shift from representations to actions, and from interpretation of narrative meaning to reflective feedback on playful action.
Perhaps just because play offers us all kinds of safe havens against the harshness of life, it also has such addictive qualities. Just because we play so enthusiastically, we are easily carried away by the games we play. We no longer play, but are being played, by the very rules we have party created ourselves. This is not that strange when we realize that even acts of violence and war, which we desperately try to avoid in our daily lives, often become attractive and even meaningful events in Playland, as they can be experienced without the physical risks they bring in real life. Play can help us realize goals, whereas in our offline life these goals and their realization are often denied (cf. McGonigal 2011).
Bettelheim has pointed to the fact that children, as well as adults, need plenty of what in German is called Spielraum. Now, Spielraum is not primarily “a room to play in.” While the word also means that, its primary meaning is “free scope, plenty of room” to move not only one’s elbows but also one’s mind, to experiment with things and ideas at one’s leisure, or, to put it colloquially, to toy with ideas. Video games such as Nintendo, with their preprogrammed characters and their media-saturated images, present almost no opportunity to experiment or toy with ideas […]. Compared to the worlds of imagination provided by play with dolls and blocks, games such as reviewed in this chapter [meant are a series of Nintendo games] ultimately represent impoverished cultural and sensory environments for the child (1991, 93-5).
>In The Republic, Plato banned narrative because in his view artists have a bad influence on their audiences (1974, 421ff.). If he had lived now, Plato would probably draw the same conclusion about ludic technologies. However, both with regard to narratives and ludic technologies such an argument overlooks that we derive our very identity from these playful expressions. Our humanity is closely linked to the gift of play and digital technologies offer us exciting new ways of disclosing worlds and dimensions of the self. Therefore, it would be precarious to condemn them as such. However, that does not mean that we should close our eyes to the dangers that are related to play. Playland is both ambiguous and ambivalent. It is the highest expression of human freedom, and at the same time, we are under its spell. In our acts of playing, we just act ‘as if’ and at the same time are driven by deep earnestness. Playing satisfies our profoundest desires, but it can also be dangerous and even lethal. As life is itself.
References
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Heidegger, Martin. 1975. Poetry, language, thought. New York: Harper & Row.
Lanier, Jaron. 2010. You are not a gadget: A manifesto. New York: Alfred A. Knopf.
Latour, Bruno. 1993. We have never been modern. Cambridge, MA: Harvard University Press.
Lehrer, Jonah. 2011. "We, robots." New York Times, January 23, 2011. Sunday Book Review, 15.
McGonigal, Jane. 2011. Reality is broken. Why games make us better and how they can change the world. New York: Penguin Press.
Motte, Warren F. 1995. Playtexts: Ludics in contemporary literature, Stages. Lincoln, NE: University of Nebraska Press.
Mul, Jos de. 2005. The game of life. Narrative and ludic identity formation in computer games. In Handbook of Computer Game Studies, eds. Joost Raessens and Jeffrey Goldstein, 251-66. Cambridge, MA: The MIT Press.
Provenzo, Eugene. 1991. Video kids: Making sense of Nintendo. Cambridge, MA: Harvard University Press.
Smith, Peter K. 1982. Does play matter? Functional and evolutionary aspects of animal and human play. Behavioral and Brain Sciences 5: 139-84.
Sutton-Smith, Brian. 1997. The ambiguity of play. Cambridge, MA: Harvard University Press.
Turkle, Sherry. 1995. Life on the screen: Identity in the age of the Internet. New York: Simon and Schuster.
Wittgenstein, Ludwig. 1986. Philosophical investigations. Oxford: Basil Blackwell.
[3] In The ambiguity of play, Sutton-Smith, referring to William Empson’s classic Seven types of ambiguity (1955), even distinguishes seven types of ambiguity with regard to play, which he summarizes as follows: “1. the ambiguity of reference (is that a pretend gun shot, or are you choking?); 2. the ambiguity of the referent (is that an object or a toy?); 3. the ambiguity of intent (do you mean it, or is it pretend?); 4. the ambiguity of sense (is this serious, or is it nonsense?); 5. the ambiguity of transition (you said you were only playing); 6. the ambiguity of contradiction (a man playing at being a woman); 7. the ambiguity of meaning (is it play or playfighting?)” (1997, 2).