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Beyond games as political education

  • This article introduces the juxtaposed notions of liberal and neo-liberal gameplay in order to show that, while forms of contemporary game culture are heavily influenced by neo-liberalism, they often appear under a liberal disguise. The argument is grounded in Claus Pias’ idea of games as always a product of their time in terms of economic, political and cultural history. The article shows that romantic play theories (e.g. Schiller, Huizinga and Caillois) are circling around the notion of play as ‘free’, which emerged in parallel with the philosophy of liberalism and respective socio-economic developments such as the industrialization and the rise of the nation state. It shows further that contemporary discourse in computer game studies addresses computer game/play as if it still was the romantic form of play rooted in the paradigm of liberalism. The article holds that an account that acknowledges the neo-liberalist underpinnings of computer games is more suited to addressing contemporary computer games, among which are phenomena suchThis article introduces the juxtaposed notions of liberal and neo-liberal gameplay in order to show that, while forms of contemporary game culture are heavily influenced by neo-liberalism, they often appear under a liberal disguise. The argument is grounded in Claus Pias’ idea of games as always a product of their time in terms of economic, political and cultural history. The article shows that romantic play theories (e.g. Schiller, Huizinga and Caillois) are circling around the notion of play as ‘free’, which emerged in parallel with the philosophy of liberalism and respective socio-economic developments such as the industrialization and the rise of the nation state. It shows further that contemporary discourse in computer game studies addresses computer game/play as if it still was the romantic form of play rooted in the paradigm of liberalism. The article holds that an account that acknowledges the neo-liberalist underpinnings of computer games is more suited to addressing contemporary computer games, among which are phenomena such as free to play games, which repeat the structures of a neo-liberal society. In those games the players invest time and effort in developing their skills, although their future value is mainly speculative – just like this is the case for citizens of neo-liberal societies.zeige mehrzeige weniger
Metadaten
Verfasserangaben:Sebastian MöringORCiDGND, Olli Tapio LeinoORCiD
DOI:https://doi.org/10.1386/jgvw.8.2.145_1
ISSN:1757-191X
Titel des übergeordneten Werks (Englisch):Journal of Gaming & Virtual Worlds
Untertitel (Englisch):Neo-liberalism in the contemporary computer game form
Verlag:Intellect
Verlagsort:Bristol
Publikationstyp:Wissenschaftlicher Artikel
Sprache:Englisch
Jahr der Erstveröffentlichung:2016
Erscheinungsjahr:2016
Veröffentlichende Institution:Universität Potsdam
Datum der Freischaltung:23.11.2020
Band:8
Ausgabe:2
Erste Seite:145
Letzte Seite:161
Organisationseinheiten:Philosophische Fakultät / Institut für Künste und Medien
DDC-Klassifikation:3 Sozialwissenschaften / 37 Bildung und Erziehung / 370 Bildung und Erziehung
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