petej + games   223

Force Fed — Real Life
This was the dream of the early internet utopians: that “the web” was a form of real anarchy, a totally voluntary system of association, interest, and desire. But of course, the internet was created and has evolved to serve the needs of capital, not the people who use it. Technology companies have recognized the possibilities for social domination opened up by increasingly geographically dispersed workplaces and communities. And the algorithmic discipline they have developed has a corresponding geopolitical imaginary.

Unlike the liberals, who have proved utterly incapable of a coherent political vision moving forward, tech libertarians have recognized the imminent collapse of the nation-state and its nonsovereignty in the face of global capital. Seeing that London, Tokyo, and New York City have more in common with each other than with Birmingham, Osaka, or Albany, they envision the political return of much smaller sociopolitical units capable of serving as effective nodes in integrated global flows without all the hang-ups of nations, borders, or social services. The “neoreactionary” right wing of this group advocates the return of monarchy, while the Burning Man–types dream of seasteading city-states, or California splitting into six parts. But in all these visions, corporate sovereigns replace national ones. The internet economy is set up to deliver and manage such a world.

The tech-futurists are post-nationalists; theirs is a fundamentally different vision from that of the neo-fascists currently rising to power. The resurgent nationalism and ethno-fascism represented by the likes of Donald Trump are a counter-tendency that wants to reinvigorate the nation-state through virulent racism and hard borders. Despite their far-reaching hopes for ethnic cleansing, these neo-fascists lack a transformative economic vision. They may be able to plunder the wealth of the wrong types of people — queers, Black people, Muslims, immigrants, Jews — who their program of intensified policing, both at borders and internally, would make vulnerable to further robbery, low-wage exploitation, or prison enslavement. Combined with total deregulation and the selling off of what’s left of the social democratic state in one last cash grab, the strategy could offer continued profits and stability of the system for the medium term. But fascist nationalism has no more ability than neoliberalism to actually solve the economic crises of capitalism or save the nation-state.
games  gaming  YouTube  recommendations  algorithms  extremism  neo-Nazism  targeting  profiling  marketing  correlation  masculinity  whiteSupremacism  predictions  conformity  stereotyping  NRx  neoreactionism  libertarianism  post-nationalism  fascism 
november 2018 by petej
Gamers and managers vs workers: the impossible (and gendered) standards imposed on game developers | Overland literary journal
There’s something here that often confuses outsiders. Why is it that fans, those most-passionate consumers of a product and who identify with the product on some deeply personal level, are often the ones who are most hateful and spiteful towards those individuals who create the thing they love? Often this gets explained away as an overly zealous and protective passion, but the answer is both more insidious and more straightforward: fans are not loyal to workers; fans are loyal to brands. This is especially true of gamers, that young and predominately male demographic explicitly and deliberately cultivated by videogame publishers throughout the 90s to identify strongly enough with a range of brands, to constantly invest money in new titles and hardware. The gamer’s allegiance is to ArenaNet, not the workers at ArenaNet who do the creative labour. Gamers are allies to corporations.

At the same time, the managerial class of the games industry has long seen the creative workers that actually produce games as disposable and easily replaceable. ‘A passion for games’ is held up as a primary requirement for working in the videogame industry, and those who have been brought up through the gamer identity are offered low wages and demanded to do unpaid overtime in return for so generously being given the opportunity to work in the industry.
work  labour  employment  developers  games  gaming  gamergate  misogyny  socialMedia  harassment  mansplaining  women  gender  gamers 
july 2018 by petej
Escape to another world | 1843
A life spent buried in video games, scraping by on meagre pay from irregular work or dependent on others, might seem empty and sad. Whether it is emptier and sadder than one spent buried in finance, accumulating points during long hours at the office while neglecting other aspects of life, is a matter of perspective. But what does seem clear is that the choices we make in life are shaped by the options available to us. A society that dislikes the idea of young men gaming their days away should perhaps invest in more dynamic difficulty adjustment in real life. And a society which regards such adjustments as fundamentally unfair should be more tolerant of those who choose to spend their time in an alternate reality, enjoying the distractions and the succour it provides to those who feel that the outside world is more rigged than the game.
work  labour  jobs  employment  unemployment  games  gaming  leisure  escapism  dctagged  dc:creator=AventRyan 
march 2017 by petej
What Is Pokemon Go? - The Atlantic
"And while Pokémon is popular and basically harmless, the alternating reality it offers is still that of a branded, licensed, kiddie cock-fighting fantasy."

"Pokémon Go can be both a delightful new mechanism for urban and social discovery, and also a ghastly reminder that when it comes to culture, sequels rule. It’s easy to look at Pokémon Go and wonder if the game’s success might underwrite other, less trite or brazenly commercial examples of the genre. But that’s what the creators of pervasive games have been thinking for years, and still almost all of them are advertisements. Reality is and always has been augmented, it turns out. But not with video feeds of twenty-year old monsters in balls atop local landmarks. Rather, with swindlers shilling their wares to the everyfolk, whose ensuing dance of embrace and resistance is always as beautiful as it is ugly."
games  ARG  Pokemon  PokemonGo  business  marketing  Google  advertising  dctagged  dc:craetor=BogostIan  augmentedReality 
july 2016 by petej
Digital Devices and Learning to Grow Up | The Frailest Thing
"encouraging people to habitually render other human beings unworthy of their attention seems like a poor way to build a just and equitable society"
technology  children  communication  mobilePhones  games  rudeness  attention  parenting  age  Internet 
july 2015 by petej
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