Rationalizing Play: A Critical Theory of Digital Gaming
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The Information Society, 25: 105–118, 2009 c Taylor & Francis Group, LLC Copyright ! ISSN: 0197-2243 print / 1087-6537 online DOI: 10.1080/01972240802701643 Rationalizing Play: A Critical Theory of Digital Gaming Sara M. Grimes and Andrew Feenberg Applied Communication and Technology Laboratory, School of Communication, Simon Fraser University, Vancouver, British Columbia, Canada Accordingly, academic attention to digital gaming has in- This article constructs a new framework for the study of games creased significantly in recent years as scholars struggle as sites of social rationalization, applying Feenberg’s critical theory to understand the phenomenon and the booming industry Downloaded By: [Simon Fraser University] At: 23:40 10 March 2009 of technology. We begin by making the case for a consideration that has formed around it. of games as systems of social rationality, akin to other modern Although a number of digital game theories have systems such as capitalist markets and bureaucratic organizations. now emerged from a variety of perspectives, applications We then present a conceptualization of play as a process through of critical theory to the study of digital gaming are which the player focuses attention away from the undifferentiated still in the preliminary stages. With few exceptions action of everyday life toward a differentiated sphere of playful (Kirkpatrick, 2008), existing work in this area (includ- activity. This approach reveals how the experience of play changes ing Postigo, 2003; de Peuter & Dyer-Witheford, 2005; as it becomes rationalized through the technological mediation and widespread standardization that occurs as games become large- Taylor, 2006a; Grimes, 2006) has focused predominantly scale social practices. We propose a theory of the rationalization of on the expansion of production processes into digital play play (ludification), which outlines the key components of socially (such as labor, commercialization, etc.), reproducing the rationalized games, which we then apply to the specific example of same work/play binary that has long characterized critical massively multiplayer online games (MMOGs). scholarship of play and leisure (Gruneau, 1999). Other contributions, such as those of Kline, de Peuter, and Dyer- Witheford (2003), Brookey and Booth (2006), and Taylor Keywords critical theory, massively multiplayer online games, play, (2006b, 2006c), which have focused on how the structural rationalization limitations of digital games (either commercial, social, or technological) impact player agency and interaction, have failed to relate these limitations back to play itself. To date, One of the fastest growing leisure activities of the new very little attention has been paid to formulating a critical century, digital gaming has quickly developed from a theory of digital games that would allow a broader under- marginalized children’s pastime into a multi-billion dol- standing of how play practices may themselves come to lar global industry. According to recent estimates, the reproduce the larger processes of rationalization at work global digital games market generated $41.9 billion in within modern capitalist societies. sales in 2007, and is expected to surpass $68 billion by Yet there is much to suggest that digital gaming— 2012 (Bond, 2008). Industry analysis firm comScore Me- especially in massively multiplayer online games dia Matrix estimates that approximately 217 million peo- (MMOGs)—is a particularly suitable candidate for a ple worldwide played online games in 2007—a number broader application of critical analysis. Games, as Feen- that continues to multiply as broadband Internet access berg argues, “exemplify formally rational systems” (1995, spreads across Asia and other regions (Castronova, 2005). p. 193). Similar to economic markets, legal systems, and scientific research, games break loose from the undiffer- entiated communicative action of “ordinary” life to im- Received 6 October 2007; accepted 9 November 2008 Address correspondence to Sara M. Grimes and Andrew Feen- pose a rational form on a sector of experience (Habermas, berg, Applied Communication and Technology Laboratory, School 1984). Rules define a play domain with unambiguous mea- of Communication, Simon Fraser University, 3520-515 W. Hastings sures of success and failure and a clear-cut distinction St., Vancouver, BC, Canada V6B 5K3. E-mail: smgrimes@sfu.ca, between strategic and nonstrategic action. With the ad- feenberg@sfu.ca; web site: http://actlab.org dition of technical mediation and commercialism, games 105
106 S. M. GRIMES AND A. FEENBERG become the basis for the production of a form of “insti- plex lifeworld experienced by those they enroll” (2008).2 tutional order” analyzable on terms similar to those em- As games become rationalized through corporate control ployed in the study of other systems of social rationality and technologization, the rational features fundamental (Weber, 1958; Henricks, 2006). As technically mediated, to all formal games assume an unexpected prominence. commercial systems through which large populations of The exchange of moves between players who are equal- players assemble to engage in organized social interac- ized at the outset corresponds to the first principle. Strict tion, MMOGs provide an ideal case study for exploring rules and strategies exemplify the second and third princi- the relationship between games and social rationality. ple. MMOGs impose these three types of rational practice The term “social rationality” is used here in a purely as follows: Players and player moves are standardized descriptive sense to refer to organizational practices that through the program code (exchange of equivalents); for- resemble paradigm instances of rationality such as sci- mal rules are established by the game engine and opera- ence and mathematics. Three types of practice satisfy this tors as well as the player community (classification and condition: (1) exchange of equivalents; (2) classification application of rules); and player efforts are optimized and and application of rules; and (3) optimization of effort calculated through numeric leveling and points systems and calculation of results. We do not intend to imply that that are further reinforced by the status and social capital practices that differ from what we call “social rational- granted to players of high standing (optimization of effort ity” are irrational, nor do we claim that only science and and calculation of results). mathematics are rational in a broad understanding of the At the same time, however, MMOGs are constituted by Downloaded By: [Simon Fraser University] At: 23:40 10 March 2009 term. Practices corresponding to all three principles ap- a collaborative play experience that extends beyond these pear in individual or cultural forms in all societies. For rational systems. Similar to Bakhtin’s carnival, MMOGs example, a pick-up soccer game has rules but it is not a are characterized by a type of “symbolic action which form of social order imposed by large-scale organization is rarely mere play: it articulates cultural and political and so does not qualify as an instance of social rational- meanings” (Stallybrass & White, 1986, p. 43). As Tay- ity in our sense. Similarly, a tribal custom sanctioning lor (2002) describes, MMOG players invest a significant respect for the property of others or guiding craft work amount of time congregating, creating content, produc- may be rational in the sense of enhancing the survival ing cultures and communities, sharing in leisure activ- chances of the community, but if it is not imposed con- ities, and transgressing limitations of the game. These sciously but simply inherited from the past, it too is not players hold a high level of situated knowledge that en- socially rational. The differentia specifica of social ratio- ables them to engage with digital games technology in nality is the role of the three principles of rational practice unanticipated ways that have tremendous impact on the in social organizations and media systems, which, on a development, content, and function of games within dig- large scale at least, is unique to modernity (Feenberg, ital culture. Thus, MMOGs can also be understood as a 2008).1 site of struggle between players and corporations over For the purpose of studying social rationality, Feen- the design and usage of game environments and their berg’s theory of instrumentalization offers a unique entry contents. point. Instrumentalization theory was introduced to an- Critical theory offers a unique entry point in this re- alyze technology on two levels: the primary instrumen- gard, one that integrates and expands upon Marx’s cri- talization, which describes how “functions are separated tique of capitalism and Weber’s critique of rationality. from the continuum of everyday life and subjects posi- By situating technologies within the social, institutional, tioned to relate to them,” and the secondary instrumental- and ideological contexts from which they are born and ization, which focuses on the social, cultural, and political within which they evolve, critical theory addresses both forces that influence design choices as these functions are the symbiotic relationships that exist between the techni- realized in devices and systems (Feenberg, 1999, p. 202). cal and the social, and the specific threat of technocracy The two instrumentalizations are analytic categories that in modern societies. In this way, critical theory allows for are helpful in understanding the two-sidedness of technical a deeper consideration of the ways in which games serve artifacts, which are both technically rational and sociocul- multiple functions for both their owners and players. We turally meaningful. propose such an approach through an adaptation of Feen- Although instrumentalization theory was originally berg’s critical theory of technology, applying his concepts conceived of as a framework for understanding technol- of instrumentalization and social rationality to construct ogy, the approach extends to other systems of social ratio- an innovative theory of rationalized play as a process of nality as well. As Feenberg explains, “All rational systems modernity. This “ludification theory” provides a set of cri- have this double aspect as, on the one hand, a structure of teria for evaluating rationalized games using a two-level operations based on one or several of the three principles approach that considers both the ways in which a game is of social rationality, and, on the other hand, as a com- engaged in types of rational practice, as well as the social,
A CRITICAL THEORY OF DIGITAL GAMING 107 cultural, and political conditions within which a game is scribes MMOG players’ efforts to “imbue [their in-game appropriated and contested by its players. character] with qualities, status, accomplishments” (2002, This article provides a detailed explanation of ludifi- p. 232) as a type of labor and collaborative authorship. cation theory and the accompanying notion of games as Others, including Postigo (2003), de Peuter and Dyer- systems of social rationality. The discussion is followed by Witheford (2005), Kücklich (2005), and Coleman and a case study of World of Warcraft (WoW), an immensely Dyer-Witheford (2007), have explored how practices such popular MMOG that currently claims over 10 million as modding and hacking come to operate as key sources of players worldwide (Blizzard Entertainment, Inc., 2008). immaterial labor, often contributing directly to the digital The goal of this article is to provide a framework for un- game development cycle. covering the rational properties of MMOGs, and to situate As the dominant organizing system of an increasing digital games within the larger sociohistorical tendency proportion of our everyday life experience, production toward rationalization that continues to shape modern easily becomes a prominent focal point in discussions of play practices. Our intention here is not to argue that play and modernity (Gruneau, 1999). For as play activities rationalized games are qualitatively “better” or “worse” become more “organized, even administered” (Marcuse, than nonrationalized play forms, but rather to initiate de- 1965, p. 32), they are increasingly structured by the same bate around the impact and significance of rationalization values, priorities, skills, and norms that drive the work- on the parameters, practices, and experience of play. day (Mills, 1956; Bourdieu, 1978). However, the focus on the relationship between work and play overlooks a Downloaded By: [Simon Fraser University] At: 23:40 10 March 2009 GAMES AS SYSTEMS OF SOCIAL RATIONALITY key aspect of the rationalization process—namely, that it unfolds differently within different institutional settings While Romantic notions of “pure play” and “play for (Henricks, 2006). Instead of seeing play as a casualty of play’s sake” continue to influence contemporary notions economic encroachments, it may be more useful to study of leisure (Sutton-Smith, 1997), critical theorists have how games themselves come to display the same charac- long highlighted the crucial role that play fulfills within teristics of rationalization as other institutions of social advanced capitalism. On the one hand, leisure is integrated order and control. into the labor cycle, which requires and organizes periods In this respect, games today would be latecomers to of rest and recuperation between productive exertions modernizing processes that have already incorporated a (Marcuse, 1969). On the other hand, the increasing wide range of generic human behaviors into the rational- commodification of leisure within mass consumer culture ization process through technology, markets, and the legal blurs the lines between play and consumption (Bourdieu, system. Play too now becomes increasingly recontextual- 1991; Rifkin, 2000). A number of play theorists argue ized as a foundation of modern society through commodi- that the spheres of work and play, if ever they were fication and technologization. Rationalized play is thus not separate, are now inextricably entangled (Huizinga, 1955; only congruent with the grand narrative of modernity, but Lasch, 1979). This entanglement is primarily viewed also functions as a social practice that reproduces ratio- in terms of the assimilation of play and leisure into the nalization within yet another facet of everyday life. Here, rational realms of production and consumption, but it we take a cue from Henricks, who argues: is also understood in terms of a spreading infusion of playfulness into the postindustrial work process (Turner, [Play] exhibits social structures only somewhat dissimilar 1974; Hans, 1981; de Certeau, 2002). Thus, although from those found in other parts of life. These structures not play and other leisure forms are often described within only restrict people’s personal freedom but also enable them to accomplish things they would be unable to do alone. . . . To play theories as extra-economic, filling a primarily social, play with others is to enter a realm of interconnection that is spiritual or cognitive function, their actual practice is much more complicated than the play of individuals with the increasingly understood to occur within a context of material world. (2006, pp. 8–9) complex socioeconomic processes. The relationship between production and leisure re- In their nonrationalized form, games do not operate as mains a key focus within contemporary discussions of systems of social rationality—they are not institutional- the commodification and instrumentalization of play, ized on a large scale, and therefore do not generate social particularly in recent scholarship on digital multiplayer order. This changes, however, with the incorporation of gaming. For example, the monetization of virtual game games into commerce and technology. The professional- economies (which first surfaced in the form of an infor- ization of sports represents a critical point in the transition mal, player-driven exchange of in-game items for real from nonrationalized to rationalized games (see Lasch, world currency, and has since extended to a variety of 1979; Bourdieu, 1991; Gruneau, 1999). Standardization sanctioned and unsanctioned revenue models) is often in organized sports and gaming clubs goes along with described in labor terms (Grimes, 2006, 2008). Taylor de- commercialized spectatorship in transforming players and
108 S. M. GRIMES AND A. FEENBERG player moves into predictable and measurable units. Game in a shared game play experience. In this way, players play can now be evaluated in terms of the fixed criteria of are transformed into a resource that keeps the game func- strict formal rules in order to create a homogenous expe- tioning as intended, and legitimizes the exchange value rience for every participant. That experience can then be of the game as a “packaged” social experience. This pro- commodified in accordance with broadcast rights, audi- cess is typical of systems of social rationality, wherein ence shares, and the demands of mass consumer culture. even human beings begin to appear as bearers of technical Starting with the professionalization of sporting elements available for manipulation by technical organi- leagues, technical mediation (in the form of media technol- zations (Feenberg, 2008). ogy, for example) and social rationalization open a game The essential feature of rationalization is the capture to the processes of commodification. In some cases a game of everyday activities by organizations and media. This played by an unpaid community of players might become includes ordinary games, which have always contained ra- the recruiting ground for a paid community of profession- tional qualities (such as rules, points systems, standardized als performing for an audience of spectators. In others, the equipment, leagues, and associations). Behaviors such as products of game play may acquire real-world exchange these are present in many other activities as well. They values. In each case, however, the mass commodification exemplify on a small scale the rational practices of op- of a game will be preceded by its standardization and ratio- timizing, exchange of equivalents, and classification and nalization. As Mosco argues, commodification is greatly application of rules, but until modern times there were no facilitated by the expansion of “opportunities to measure organizations capable of structuring societies around such Downloaded By: [Simon Fraser University] At: 23:40 10 March 2009 and monitor, package and repackage” (2004, p. 156)— behaviors. That transformation occurs when the rational opportunities that are afforded by technical mediation. characteristics of everyday practices become the basis of In spectator sports, however, the control of the con- technical, economic, and legal systems and organizations ditions of play affects the players far more deeply than in modern societies. Organizations and media incorporate the audience. When the division between spectators and these characteristics into bureaucratic, commercial, players breaks down, as it does in MMOGs, and the rules and technical structures that multiply their range and and boundaries of a game are technically mediated, the influence. participants in the game are incorporated into its design. In this theoretical context, systems of social rationality This significantly reduces the potential for the kind of should be conceived as active agents. Similarly, however, spontaneous negotiation of rules and exceptions that is a their members can be more or less compliant in fulfilling possible (and indeed desirable) part of game play when functions within the structure they lay out. The logic of a game is played on an individual basis, for instance, be- organizations and media is thus relatively independent of tween friends on a local playground (Schwartzman, 1978; the persons they enroll, but correspondingly, those persons Hughes 1995; Sutton-Smith, 1997). Instead, the players’ have a certain independence that shows up in actions that actions in a technically mediated game are reduced to a induce change, extract plunder, build alternatives surrep- predetermined set of possibilities. As games and play are titiously in gaps in attention and control, and so on. transformed into an increasingly rationalized set of ac- Despite the higher levels of rationalization enabled by tivities involving huge populations for extended periods, technical mediation and commercialization, some unpre- they institutionalize a form of social order. The mass of dictable outcomes thus remain not only possible but also spectator-players is now organized by the technology of likely. No matter how highly rationalized the game, its the game much as markets organize consumers, state bu- players remain engaged in a struggle to appropriate and reaucracies organize citizens, and production technology make sense of their play within the contexts of their ev- organizes workers. eryday lives. Not all of their responses conform to the The transformation of games into sources of social or- rationalizing intent inscribed in the official modalities of der thus takes place through the incorporation of their play, and player behaviors can often resist or even chal- rational aspects within both technological and commer- lenge the underlying social order. This includes technically cial organizational strategies. Game play (and the player) specialized interventions, such as hacking and modding, becomes structured and rationalized by the game itself, as well as widespread player practices such as cheating, which provides (and often enforces) the rules to which technological appropriations, subversive readings, inter- its players must subscribe. As this form of play is imple- personal relationships, and the production of unofficial mented on a wider and wider scale, throughout various game “paratexts” (such as fan fiction, walkthroughs, etc.) types of games and leisure forms, its social significance (Consalvo, 2007). Where these challenges effectively re- increases. The players themselves begin to fulfill a cru- structure aspects of the game around player demands, we cial role in the game’s operation as a large-scale system. can speak of a “democratic rationalization” in opposition Part of what makes these games attractive to other players to the rationalization imposed by the official corporate is their ability to offer a well-developed social dynamic owners (Feenberg, 1999).
A CRITICAL THEORY OF DIGITAL GAMING 109 In many ways, all game play ultimately depends on However, subsequent theorists have challenged these the participation and buy-in of the players, who volun- early idealizations of organized games, rule structures tarily engage in the act of play and, through consensus and purposive play. They instead highlight the dialecti- and collaboration, formulate the parameters, fictions, and cal relationship that exists between game rules and game fantasies of the play experience. No matter how strictly play, “between socially structured possibilities and human enforced the rules of any game might become, the point agency” (Gruneau, 1999, p. 27). For example, numerous of playing a game, as Geertz argues, is “that it provides sociologists studying sports and leisure propose that we a metasocial commentary,” a story the players “tell them- approach play in terms of its representational function— selves about themselves” (1973). While the idea that play as a cultural text (Geertz, 1973), as a meta-communicative is something that is generated by a game’s players may framework (Bateson, 1973), or in terms of symbolic ac- at first glance appear at odds with our notion of games tion or “rhetorics” (Sutton-Smith, 1997). Digital games as rational systems, we propose that it is within this very scholarship has similarly attempted to address the dialec- tension—between freedom and constraint, between vol- tical dimension of game play, which is increasingly en- untarism and determinism—that play occurs as a form of visioned as a sort of continuous dialogue that occurs be- social practice (Gruneau, 1999) and that games come to tween a game’s system (program code, rules, graphical operate as systems of social order. user interface [GUI]) and its players (Kirkpatrick, 2008). For instance, Salen and Zimmerman describe “meaning- ful play” as emerging “from the relationship between play FROM RULES TO LUDIFICATION Downloaded By: [Simon Fraser University] At: 23:40 10 March 2009 action and system outcome; it is the process by which a The rationalization of play draws upon resources that player takes action within the designed system of a game emerge during the transition from informal play activ- and the system responds to the action” (2004, p. 34). ities to organized games. Discussions of this transition It is important to remember, however, that within tradi- appear throughout the foundational scholarship on play, tional play theories and discussions of games—including which often distinguishes between play and games. Much those upon which much of the digital games scholarship of the early work in this area espouses what Sutton-Smith to date has drawn in conceptualizing emerging forms of (1997) describes as a “play as progress” ideology, linking “digital play”—game play is seen as largely individual the rational features of games (such as formal rules and or limited to small groupings, and rather marginal to so- parameters) to functionalist understandings of play. For cial order. For Caillois (2001) and Huizinga (1955), the example, Huizinga argues that one of the key features of larger social significance of games lies in the homologies play is that it “demands order absolute and supreme. The between their structure and social forms, for example, be- least deviation from it ‘spoils the game,’ robs it of its char- tween games of chance and the stock market, or games acter and makes it worthless” (1955, p. 10). Play brings a of skill and career paths. For Geertz (1973) and Sutton- temporary, limited perfection into the imperfect confusion Smith (1997), group play provides an important, albeit of everyday life, creating an “exceptional situation” that mostly symbolic, opportunity to reenact, transgress, and promotes the formation of social groups and culture. otherwise make sense of larger systems of social order It is within Caillois’s hierarchical classification of (including power relations, social hierarchies, etc.). What games that we find the clearest articulation (and celebra- is happening today, on the other hand, is rather different. tion) of the transition from free play to formal (rule-bound) As described in the previous section, it is not that social games, described in terms of a “rank order of progression” order recapitulates certain features of games, but rather that moves along “a continuum between two opposite that games have themselves become forms of social order. poles” (2001, p. 13). The first pole, termed paidia, de- As games become rationalized the rational features fun- scribes forms of play that feature open-ended fantasy and damental to all formal games assume an unprecedented role-play, free-form diversions, and unscripted amuse- prominence. Eventually, these games begin to generate ments. At the opposite pole, labeled ludus, “this frolicsome their own form of social rationality, imposing all three and impulsive exuberance is almost entirely absorbed or types of rational practice on millions of players. From this disciplined by a complementary, and in some respects standpoint it becomes clear that the multifaceted institu- inverse, tendency . . . to bind it with arbitrary, imperative, tionalization of games in new processes of social rational- and purposely tedious conventions” (p. 13). Caillois ar- ization is the key to the changing dialectics of play. gues that as societies modernize, play is increasingly char- To explain this state of affairs, we propose that game acterized by ludus, progressing “from turbulence to rules,” play be understood in terms of a continuum in which the and given form through the “conventions, techniques player moves from a general play mood to the specialized and utensils” (p. 29) of rationalized games. As rules and state of absorption required for the playing of specific games are institutionalized, he argues, play is transformed games to, finally, the centralized orchestration of that pas- “into an instrument of fecund and decisive culture.” sage on a mass scale around the technically instituted rules
110 S. M. GRIMES AND A. FEENBERG and systems characteristic of rationalized games. In this latter capacity, the theory must take into account the basic rationalizing operations of these games, the power rela- tions and sociocultural conditions that specify their rules and parameters, and the emergent and subversive play practices that arise from them. Our starting points for de- veloping this theory are Bateson’s reflexive theory of play and Walther’s (2003) double-aspect theory of the relation between play and games. Bateson argues that “Play is paradoxical because it is both within and outside our ‘normal’ social semantic space” (Walther, 2003, n.p.). From the everyday, normal standpoint, play has this paradoxical quality insofar as it builds imaginative structures out of ordinary things and FIG. 1. The rationalization of play: a differentiated approach. situations, and introduces purposeful ambiguity into ordi- nary actions. As Bateson (1973) describes it, play is “a in the case of games it evolves into a real geographical meta-communication that refers exclusively to itself, and locale. The “form of the distinction” includes both the not to any external source or receiver.” Bateson gives the differentiated space, which becomes the “marked side” Downloaded By: [Simon Fraser University] At: 23:40 10 March 2009 example of animals pretending to fight. They must actu- of the space being delineated by the distinction—as well ally bite each other and yet do so in such a way as to as the remainder, which becomes the “unmarked” side signify that the bite is not a “real” bite. This special sort of of the distinction. reflexivity is present in everyday playful activities of all First, play becomes the “marked” side of the distinction sorts and is no doubt the psychic basis on which organized between play and the “unmarked” lifeworld. As the play- play and games are built. Playfulness in this sense is an ers enter into the play mood, they adopt a differentiated identifiable activity but it does not have a definite locus. It perspective on play and non-play. For Walther, reflexivity is a type of situated or reactive play that is dependent upon enters at this stage; however, we regard the reflexivity of the structures and themes provided by what is at the time the play mood as a specific modification of the type of interpreted to be non-play. Thus within the lifeworld, un- reflexivity that characterizes playfulness in the lifeworld. differentiated moments of playfulness occur alongside of The difference between that original playfulness and the and parasitic on the other communicative practices of ev- play mood is the attempt of the players to give continuity eryday life, including of course “serious” activities, which in time and space to their play and the work they engage in turn become defined as such only when positioned in in to construct an imaginative universe. Once inside the relation to playfulness.3 realm of play, all activities that fall outside that universe Walther employs Spencer-Brown’s (1969) theory of are reconceptualized as “non-play.” distinction, as well as Bateson’s (1973) description of the Yet, even while this initial distinction differentiates cer- paradox of play to identify two “transgressions” (we prefer tain forms of activity from the undifferentiated commu- “transformations”) that allow the player to enter into the nicative practices of “non-play,” play at this stage remains state of mind required for “buy-in” to a game (illustrated a highly open and mutable concept, characterized primar- as the first and second divisions in Figure 1). The first rep- ily by the boundedness that isolates it from the structures, resents the point at which the player crosses the boundary concerns and consequences of “ordinary” social life. It is separating the undifferentiated communicative practices this boundedness that allows the player to focus attention of everyday life from the specialized realm of play. The on the (play) activities at hand. This changes, however, second occurs when the player moves from a general “play when play becomes channeled into games and a system of state” into the more focused game state required for ef- rules is introduced. Walther (2003, n.p.) describes a game fective participation in the action of a particular game in as a continuation of the play mood in that it adopts the accordance with (or at the very least with an awareness of) praxis of distinction that is established in play, “but its its specific rules and criteria. This second transformation central ‘law’ is its unique ability to reduce the complexity is also in line with Caillois’s (2001) description of the shift of play by way of a set of well-defined, non-negotiable from paidia to ludus. rules.” This second transformation involves an increase in According to Spencer-Brown, as Walther (2003, n.p.) rationality in the ordinary sense of the term. describes his view, “a universe comes unto being when Figure 1 represents our adaptation of Walther’s model, a space is separated, that is when a distinction is made.” including the addition of playfulness in the lifeworld at one In play, this “space” starts out as a purely metaphori- extreme and, at the other, the technological institution of cal separation of imaginatively conceived spheres, but the rational qualities characteristic of MMOGs and other
A CRITICAL THEORY OF DIGITAL GAMING 111 rationalized games. We have modified Walther’s model to include the unsanctioned markets for game items that have illustrate the process of rationalization as comprising three cropped up around games such as EverQuest and World transformations. While the conditions necessary for each of Warcraft (Castronova, 2005), the collaborative role- of these transformations to occur may manifest as features playing and community building that occurs within certain of the game systems or artifacts, they must first and fore- servers or player groups (Taylor, 2006), player creativity most be understood as shifts in the relationship between and cultural bricolage (Poremba, 2003), and the exchange the game and its players. All three transformations must of game codes and walkthroughs over the Internet (Con- occur in order for a game to begin operating as a system salvo, 2007). It is here that one discovers the vestiges of of social rationality. In reference to Caillois’s term for ra- nonrationalized play, operating both inside and outside tional play (ludus), as well as the field of ludology, we the formal game structures, occupying the “margin of ma- provisionally call this the theory of ludification. neuver” that coexists alongside the regimented system of The first transformation (illustrated in Figure 1) has rationalized play (Feenberg, 1999). been described already as the passage from everyday play- Much of this activity can be described as playful in our fulness, with its momentary and unorganized modification sense of the term. Although the player retains the game of “serious” contents, to organized play. Play in this sense mood necessary to sustain the experiential condition of is not yet constrained by permanent rules and not fully sep- playing a game, the excessively rigid structures of rational- arated from the world of non-play, “reality,” which threat- ized games invite a playful response characteristic of the ens to intrude from time to time. The second transforma- undifferentiated communicative practices of the unmarked Downloaded By: [Simon Fraser University] At: 23:40 10 March 2009 tion is described at length within the play literature. Here, lifeworld. In this context, as Sutton-Smith describes, play- the play mood becomes rule-governed, and the ambiguity fulness can be understood as a type of “metaplay” found in of free play is further reduced under the constraints of the activities and attitudes “that play with the normal expecta- game’s fixed temporal and spatial conditions. While still tions of play itself,” such as “reversal, exaggeration, play- characterized by the play mood, games are also simultane- ing with boundaries, [and] playing with space and time” ously constituted by a game mood that describes a state of (1997, p. 147). It is through the unexpected or “emergent” heightened reflexivity involving the player’s relationships player activities arising out of playfulness that the “unreal- and interactions with the game’s rules and boundaries. ized technical potential” (Feenberg, 1999, p. 97) of digital This includes the player’s desire and attempts to win, to games technologies is gradually being uncovered. uncover the game’s structure and hidden loopholes, to Referring back to Figure 1, we thus propose that as a progress or advance through the levels of a game, or to game moves toward the right through the intensification of strategize against a competitor. To play a game is thus a the principles of social rationality, it develops properties dual process, one that demands a delicate balance of play- that ultimately enable its transformation into a system ing and gaming. As Walther explains, “One must hold on of social rationality. The process can also operate in the to the initial distinction (otherwise one is swallowed by opposite direction, as the activity moves back to a lower the other of play), and one needs constantly to accept the level of rationalization, in accordance with a decrease in organization, the rule pattern, of the game” (2003, n.p.). the presence or intensity of the properties of rationalized When games are technically mediated and commer- games. We have provisionally identified these properties cialized on a large scale, as in the example of MMOGs or as reflexivity, boundedness, rule-governedness, precision, professional sports, they undergo a third transformation and playfulness (Table 1). In identifying these properties into rationalized games. At this stage, the rational prop- we are not attempting to define play or to describe games erties of reflexivity, boundedness, and rule-governedness, exhaustively. Rather, we propose these properties as key which are found in all organized games, are intensified characteristics of the ludification process through which a to an unprecedented extent. This intensification through rationalized game enacts a form of social order. technical mediation brings new qualities of precision to While all five of these properties must be present for a the game. The rules and parameters of the game system game to operate as a system of social rationality, each can are programmed into the game code and become ever be established structurally (i.e., by conventions, norms, more tightly enforced and optimized. Play itself becomes terms of use contracts, etc.) or technologically in the de- subject to increasingly precise forms of measurement and sign of the game system. The following section provides calculation. an integrated case study of both ludification (Table 1) and Even at this stage, the players possess “initiative” of the rationalization of play (Figure 1), using examples (Feenberg, 1999), which surfaces in a variety of ways drawn from World of Warcraft (WoW), in order to illus- as they engage with and appropriate the technology. The trate how we might begin to understand ludification as a most obvious examples are hacking (Kirkpatrick, 2004) process that both enables new forms of social order, as and modding (Postigo, 2003; Kücklich, 2005), but player well as creates new opportunities for user resistance and initiative can manifest in more subtle ways as well. These innovation within MMOG game play.
112 S. M. GRIMES AND A. FEENBERG TABLE 1 The five properties of ludification Reflexivity As play becomes rationalized, it becomes increasingly self-referential and exclusionary of themes and activities from outside the constructed reality of the play activity or game. The system and structures of the game, along with the player’s role, gain in primacy at the expense of an increasingly differentiated “outside” or “real” world. Boundedness Since play is a differentiated activity, a level of boundedness must always exist in order to distinguish play from the undifferentiated communicative practices of the lifeworld. As games become rationalized, however, the boundaries, in terms of the scope, space, and possibilities for play, become more limiting, well-defined, and self-contained. Rule-governedness When play is transformed into a game it becomes governed by a specified set of rules and parameters. As games become rationalized, their rule systems become more rigid and comprehensive as they are determined at the technical and institutional level. Precision The specification and standardization of a game’s rules are accompanied by an increase in precision, which enables measurement and optimization of the game play, in terms of both efforts and results. Like rules, precision leads to a reduction in the scope of what is possible within a game, and transforms play into a quantifiable and predictable set of activities. Downloaded By: [Simon Fraser University] At: 23:40 10 March 2009 Playfulness Playfulness describes the undifferentiated form of play that occurs within everyday communicative practices. Contrary to the imaginative freedom of play, playfulness is characterized by its situatedness within and dependence upon the game system to provide direction, themes, and content. Playfulness can be subversive or reactive, but always functions in direct interaction with the rules, temporality, sequence, and structures of the game. CASE STUDY: LUDIFICATION IN stopping there, we also need a better understanding of the WORLD OF WARCRAFT complex nature of player-produced culture and its relation to the technical game artifacts” as well as an “understand- Launched in the United States in 2004, WoW remains ing the role systems of stratification and forms of social one of the most popular MMOGs in the history of the control play in these game worlds.” Thus, while our use of genre. Consistently ranked on best-seller lists and often WoW as a case study builds upon a relatively broad corpus credited for bringing MMOGs into the mainstream, WoW of research, our focus on the game’s role as a system of continues to attract widespread public attention. The game social rationality represents an important departure. currently claims a population of over 10 million players worldwide (Blizzard Entertainment, Inc., 2008), gener- ating annual revenues estimated to be in the hundreds of Reflexivity millions (Vella, 2008). Among digital games scholars, aca- demic interest in WoW is accordingly quite high, and over Like other digital games, WoW displays and invites a high the past 2 years a large amount of MMOG research has level of reflexivity through the very nature of its interactive focused on the game and its population, design, and cul- design. As Kirkpatrick notes, “In computer games critical tural impact. This research has produced numerous articles engagement with the interface and the computer as a ma- (for example, Williams et al., 2007; Bessière et al., 2007; chine with comprehensible, technical rules of behaviour Humphreys, 2008), a special issue of Games and Culture is the norm. . . . Games use technical knowledge and un- journal (Krzywinska & Lowood, 2006), and at least one derstanding of computer behaviour to work out when a edited collection (Corneliussen & Rettberg, 2008). solution applied to one game will probably work for an- While much has now been written about WoW other” (2008, p. 128) regardless of the specific aesthetic players—in terms of their cultural practices, communities, and narrative context of the game. In order to participate social interactions and in-game behaviors—less attention in WoW, the player must learn to maneuver in the game has been paid to the game’s underlying technological, so- environment, discover the game control keys (which keys cial, and political structures. Yet more recent studies of to press and when), develop some sense of the game’s MMOGs, and of WoW in particular, indicate that there is mechanics and the range of possible actions (at least at a clear need for sustained research in this area. As Taylor an introductory level), and figure out the leveling sys- (2006b, p. 319) writes, “Rather than simply identifying tem and in-game currency. As the underlying structures of ‘emergent culture’ as a prime property of MMOG life and the game are revealed, the players’ reflexive engagement
A CRITICAL THEORY OF DIGITAL GAMING 113 becomes increasingly sophisticated, involving activities intricate) quests, items, abilities, and areas of the game such as fine tuning certain skills instead of others in order world. The high visibility of the XP system and the priv- to construct a specific type of character, or rearranging the ileging of progress within WoW provides players with a hot key setup to increase playability. clearly articulated template for “proper” (if not manda- Reflexivity is heightened when the player experiences tory) game play, one that reveals and highlights the very tension vis-à-vis the rules and technical features of the measurement criteria upon which the player’s actions are game. Examples include those early stages of game play evaluated. when a player is first learning the rules, or when players are unable to make a desired action (such as attempting Boundedness to climb an unclimbable cliffside), or when heavy traf- fic forces players to wait before they can connect with While the game environment of WoW is expansive, collab- a server. In the absence of such tensions, the restrictive orative, open-ended, and continuously evolving, it is also and rationalizing qualities of the game’s design are expe- bounded by its design and program code. The game code rienced primarily as feedback in a cycle of interactivity, provides the scope and limitations for the vast majority of much as interactions in the “real” world are experienced as in-game activities—it makes up the game’s environment, both constrained and enabled by physical laws. As Rehak supplies it with laws of physics, determines the range argues, these interactions are themselves a pleasurable as- of actions that are possible (walk, run, sit, attack, cast a pect of digital gaming, since “part of what users seek from spell), for whom (e.g., only Paladins can use a “Divine Downloaded By: [Simon Fraser University] At: 23:40 10 March 2009 computers is continual response to their own actions—a Shield” spell), and at what frequency (e.g., Hearthstones reflection of personal agency made available onscreen as that teleport the player to a preselected “home base” can’t surplus pleasure” (2003, p. 111). be used more than once an hour). Within WoW, the scope The points and leveling systems assigned to player ac- of what is and is not possible—in terms of player actions tions and game objects also extend reflexivity by drawing and interactions with the virtual environment—is not only the player’s attention to the game’s underlying numerical discovered in the act of playing (as in nonrationalized structures. Like other digital games, WoW has a prede- games) but is technically enforced by the game engine. termined and highly specified leveling system that quanti- In maneuvering through a digital game, players interact fies player actions and achievements (such as completing with the database through a parser, which reads player “Quests,” clearing an “Instance Dungeon,” or defeating actions as a series of “if–then” commands (Kirkpatrick, your opponents on a “player-versus-player” [PvP] Battle- 2004). At the level of human–computer interaction, game ground) by assigning them a value expressed in “Experi- play is thus reducible to a series of variables, selections ence Points” (XP). All players start at level 1 (unless they drawn from an immense but nonetheless finite number of have purchased a pre-leveled character) and must accrue possible options, expressed in the rudimentary language a sufficient amount of XP before advancing to the next of computer code. level, a system that is reproduced (with each level requir- Moves and choices that have not been encoded into ing greater amounts of XP to complete) until the player the game program or otherwise afforded by the design reaches level 70 (the maximum level attainable at the time (whether intentionally or not) are simply impossible ex- of our study, recently raised to 80). In addition, each char- cept through technically specialized interactions such as acter’s specific attributes, such as strength, stamina, and hacking or modding. In the case of WoW, which was intellect, are expressed numerically, as are health and mana specifically built to enable high levels of player agency (the energy used for casting spells), which require constant and independence, even technical intervention is to some replenishment. Meanwhile, the majority of in-game items, extent allowed by design. As Taylor describes, the WoW even Quest items, have an exchange value. Items (and even game system was constructed with a flexible user inter- full characters) can be bought and sold for Gold (the WoW face, intended to allow “player-developers” to make mod- currency) or exchanged in a variety of ways, both through ifications that “are not simply cosmetic but can provide the game system and through unsanctioned trade on the core functionality to the game, even altering the nature of “real-world” market (Castronova, 2005). play itself” (2006, p. 326). In any case, since the major- The game’s numerical systems constantly communicate ity of players do not have the technical expertise required to the player, Stallabrass argues, an unambiguous “idea of to intervene at this level, most player actions fall firmly progress [that] is always present in the game, shadowing within the scope of what is provided by the Blizzard game and interpreting the action” (1996, p. 90). While play- engine. ers are always free to ignore the game’s numerical struc- This does not mean that every possible move or out- tures, there are many rewards and benefits associated with come has been imagined or predetermined by the game’s “leveling up.” With each new level attained, the player designers. Players engage in a variety of unanticipated also gains access to new (increasingly challenging and and even unsanctioned behaviors, from cheating and
114 S. M. GRIMES AND A. FEENBERG “gold-farming” to buying and selling characters on the underlying object of her/his actions. The control system, real-world market (Castronova, 2005). Players appropri- or “interface between player and operating system” (Stal- ate the game environment for a variety of social and cre- labrass, 1996, p. 96), translates the player’s desired actions ative purposes, from initiating and maintaining personal to the parser “behind the screen.” As a player learns the relationships, to using the game as a staging ground for design and parameters of the source code, they become the production of “machinima”4 (Lowood, 2006). Past internalized as part of the “physical” reality of the game research has also identified numerous examples of “emer- world. These parameters, in conjunction with the norms gent play” within WoW, including a number of incidents and conventions created by the player community, come involving large numbers of players staging a collabora- to define what the game is, as well as what it is not. tive protest by gathering together at a specific time and place in order to overload (and therefore crash) a server Rule-Governedness and communicate a point to Blizzard and to other players (Taylor, 2006c). These first two properties of ludification (reflexivity and The game also contains occasional glitches and pro- boundedness) are intertwined with the third property, rule- duces unintended outcomes, which add to the game’s governedness. As described earlier, unlike the rule sys- “emergent” qualities. In 2007, for example, WoW was tems of nonrationalized games, technologically mediated struck by an unplanned “pandemic” that emerged unex- rules are rigid and precise, and cannot be negotiated or pectedly out of a spell intended to spread an infectious challenged by the average, nonspecialist player. In WoW, Downloaded By: [Simon Fraser University] At: 23:40 10 March 2009 disease among a contained group of advanced-level play- many of the game rules and parameters are established, ers, within the specific context of an instance dungeon maintained, and communicated by the game’s database, “boss battle” (the last monster of a level or quest, usu- and hence integrated into the technological design of the ally by far the most challenging) (Balicer, 2007; Lof- game itself. The “laws” of this system can thus be en- gren & Fefferman, 2007). Over 4 million players were forced quite explicitly, embedded within the very fabric infected during the course of the “Corrupted Blood” pan- of the game space (including its aesthetic, spatial, and en- demic, causing the kind of “social chaos that comes from vironmental dimensions) and game design. Within WoW, a large-scale outbreak of a deadly disease” (Lofgren & however, technological mediation is just one of the ways Fefferman, 2007, p. 625). It is important to remember, that rules and community norms come to structure game however, that these types of events do nonetheless occur play and player behavior; it operates in conjunction with within a preestablished realm of possibility, bounded by formal and informal systems of surveillance, corporate the game’s technological affordances—even though some law, group norms, and player expectations. of these affordances may not yet have been discovered As is common practice among commercial MMOG op- by either the players or the game’s designers before they erators, Blizzard requires WoW players to agree to an end- erupt. user license agreement (EULA) and terms of use (TOU) Another way in which WoW exhibits properties of contract before entering into the game. Player activities boundedness is through its narrative and aesthetic fea- and in-game communications are then monitored, both by tures. Through a combination of rich graphics, sound ar- the game’s automated systems and by Blizzard employ- chitecture, and spatiality, WoW provides players with an ees, to ensure continued compliance. In addition to mak- extremely detailed and coherent game “world.” As com- ing compliance to the game’s official “rules of conduct” a puter animation techniques, three-dimensional (3D) mod- condition of service (meaning that a player’s account can eling technologies, and sound engineering in digital games be frozen or deleted if the player disobeys), these con- become more sophisticated and intricate, the game’s space tracts demand that players waive a number of their rights and artificial environments are not only increasingly pre- while inside the game environment, including “rights to determined but also increasingly immersive, constructing own the fruits of labor, rights to assemble, rights to free a distinctly bounded play space, the limits of which are speech” (Castronova, 2003, p. 8). In this way, Herman, reinforced by the internal logic of the game. The affor- Coombe and Kaye (2006, p. 191) argue, WoW establishes dances and limitations of the source code are thus not its own “forms of governance and moral economies of merely perceived as establishing permitted game play, but practice” to which players must submit or risk expulsion. also as constituting the “physical” reality of the game Furthermore, many of the terms outlined within the EULA world. and TOS seek to enlist players in legal relationships that The naturalization of the game’s design and parame- extend well beyond the confines of the game. A key ex- ters is facilitated by the graphical user interface (GUI), ample of this is the sweeping intellectual property terms which prevents most players from engaging directly with included in the EULA, which claim exclusive ownership the infinite potential of the “game as code” (Kirkpatrick, rights over anything that players say or do while inside the 2004). The player is isolated from the code, which is the game environment.
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