Professional Documents
Culture Documents
Places,
and
Ruling Serious Games
Bruce Caron
Winter 1992
Frontispiece
Eudoxia
In Eudoxia, which spreads both upward and
down, with winding alleys, steps, dead ends, hovels, a
carpet is preserved in which you can observe the
city’s true form. At first sight nothing seems to
resemble Eudoxia less than the design of that carpet,
laid out in symmetrical motives whose patterns are
repeated along straight and circular lines, interwoven
with brilliantly colored spires, in a repetition that can
be followed throughout the whole woof. But if you
pause and examine it carefully, you become
convinced that each place in the carpet corresponds
to a place in the city and all the things contained in
the city are included in the design, arranged
according to their true relationship, which escapes
your eye distracted by the bustle, the throngs, the
shoving. All of Eudoxia’s confusion, the mules’
braying, the lampblack stains, the fish smell is what is
evident in the incomplete perspective you grasp; but
the carpet proves that there is a point from which the
city shows its true proportions, the geometrical
scheme implicit in its every, tiniest detail.
It is easy to get lost in Eudoxia: but when you
concentrate and stare at the carpet, you recognize
the street you were seeking in a crimson or indigo or
magenta thread which, in a wide loop, brings you to
the purple enclosure that is your real destination.
Every inhabitant of Eudoxia compares the carpet’s
immobile order with his own image of the city, an
anguish of his own, and each can find, concealed
among the arabesques, an answer, the story of his
life, the twists of fate.
An oracle was questioned about the mysterious
bond between two objects so dissimilar as the carpet
and the city. One of the two objects—the oracle
replied—has the form the gods gave the starry sky
and the orbits in which the worlds revolve; the other
is an approximate reflection, like every human
creation.
For some time the augurs had been sure that
the carpet’s harmonious pattern was of divine origin.
The oracle was interpreted in this sense, arousing no
controversy. But you could, similarly, come to the
opposite conclusion: that the true map of the
universe is the city of Eudoxia, just as it is, a stain
that spreads out shapelessly, with crooked streets,
houses that crumble one upon the other amid clouds
of dust, fires, screams in the darkness.
Italo Calvino Invisible Cities
Nations, Places, and Ruling Serious Games I—1
Giddens, whose work rests directly upon the spatial order of actions
space.
national histories, time is the chalk, but space is the board itself—all
Nations, Places, and Ruling Serious Games I—2
histories “take place” and “make time”; these are the body and the
life-narrative of nations.
extra-modern not only exists outside the “time” of modernity, but also
pre-industrial third-world advancing (or not) upon the atomic clock that
has passed now from London to New York to Tokyo. All this talk of
time, and silence on space. The post-modern historicization of
modernity problematizes its control over the clock, but we have yet to
where all things existed in a patterned order somewhat like the carpet
reformation in Europe and the initial opening up of the New World; with
this occurs centuries before the modern nation is announced, but also
conceived.
epistemology upon which the nation rests. The task becomes that of
reflective critical theory that will allow for the problemization of place
in ethnographic work.
1Nations are always plural. They were and are created within a spatial grammar of
contraposition.
Nations, Places, and Ruling Serious Games I—2
another.
military and legal control is applied across the map of the nation.
after this we are all guilty, and await the gendarme’s hail).
the deep and hoary history of the Nation of India, a space that, in fact,
place attachments of Western Europe had long been severed and re-
instituted under the auspices of the church. And by 1800 the church’s
natural parks, and rural habitats: all become emblematic of the nation,
Forgetting to Remember
they will fall prey to irony and re-imagining. Before the nation, each
Nations, Places, and Ruling Serious Games I—2
place was its own author, liable only to its own claims. The authority
and authenticity of each place rested upon those who made the claims
for that particular place. But these claims also were made upon
knowledge as em-placed.
efforts to escape suspicion and doubt. So, they rely upon the
and the same flags burned when the armies return without
Nations, Places, and Ruling Serious Games I—3
the face of the planet. I do not wish to suggest that our epistemology4
modernity.
The Hyperlocale
loosening in the face of the modern “global place.” Part of this has to
processes in modernity act to sever places from locales, and that this
global spaces taking on the facade of local places. The markings that
marketed through iconic architectural motifs. The Eiffel Tower, the Taj
Mahal, Big Ben, the Venice Canals, the Great Wall: Epcot Center at
this process are active agents in the spread of the modern episteme.
Giddens (among others) remind us, the study of practice requires the
Part Two:
The Theory of Serious Games
Preliminary Stuff
and text are both implied in the play of serious games (more of this
later). Similarly, members of a society can perhaps be better
aspect of society. The actual serious games that envelope us, the
theory provides the barest of form, a basis upon which any number of
“even if it remains for the most part empty, even if what it provides us
(1990, 160).
role for any concept. In order to approach play seriously (yes, this also
serious pretensions of the ruling game. (Part III below will outline this
“trialectic” process.)
space of such terms and many others changes, these changes are
that it be taken seriously, which is all that any game can actually
demand.
Strategic Play
action” from the perspective that social action generally takes place
their contexts) and texts (oral, written, and video), and, more
aspects7. Serious game theory allows for explorations into the actions
Giddens (and others, such as Geertz, 1973a and Boon, 1982) have
“You can’t wink (or burlesque one) without knowing what counts as
The problematic that Geertz uncovered with his call for “thick
these two surfaces apart. Between knowing how (and when and where
and with whom) to wink and doing it, lies—a lie8, or rather a whole
cohort of alibis.) The biggest alibi of all is actually the one that
narrative (it never fails), and it is something like this: “I am good and
true and beautiful, and I am just like you.” We can thus restate the
narrative and performance are alibis for each other, why don’t people
Serious game theory begins with the assumption that action and
concept are not consistent, and for interesting reasons (not just
culture earlier described by Turner (See Turner 1969, 1975, 1979; and
also Singer 195, 1984) can be explored along with their conceptual,
1977, Sacks 1977, Lakoff 1987, Lakoff and Turner 1989)). The use of
metaphor, particularly in its mythologizing role (again à la Barthes) can
1988) and others (e.g. Mitchell 1988, Sato 1988) and Zizek’s political
presents only the most basic form, just enough to allow these
encompass the actions, and institutions that it will have to control for
with “work” and other “serious pursuits,” and where embodied and
If you are not part of the action, you are part of the context
First, a few more assumptions: As with Geertz (and before him, Talcott
Parsons, and before him, Max Weber and Émile Durkheim)—the basic
In the work of Lasch, and many others who have produced rather similar
cultural diagnoses, one can discern an inadequate account of the human
agent. The individual appears essentially passive in relation to
human action is thus a study of what people do, what they know about
how to do it, and what they think about what they do10. (From now on,
the word “action” will be used to mean a behavior with its associated
thus to recreate the impetus for the continuation of the society—of the
10 Obviously there are behaviors, knowledges, and attitudes that are not public,
most properly, there are actions that people do alone. These aren’t many, and often
they are done alone for observable reasons. More problematically, there are times
when knowledges, or attitudes, or even behaviors (as in esoteric rituals) are masked.
People lie about these, or are themselves unaware of them. This means that some
actions are more difficult to study than others. One advantage of serious game
theory is that it provides some methodological toe-hold (mostly thanks to the work of
Erving Goffman) into the process of masking actions.
Nations, Places, and Ruling Serious Games II—3
inherently serious for two main reasons: first because of the overlap
between the survival needs of the various players and the objects
required for the game (e.g., food, shelter, weapons, medicines, social
boundary and it is not all that apparent exactly where concept meets
aspect, are its context, and yet these also contribute to the conceptual
important not to confuse the playing of the game with either the act of
they cannot12 convey that part of the action which is known and played
non-discursively, that part which responds and creates the habitus of
the game. As Bourdieu notes, the habitus is written into the body of
the player:
...The habitus as the feel for the game is the social game embodied and
turned into a second nature. Nothing is simultaneously freer and more
constrained than the action of the good player. He quite naturally
materializes at just the place the ball is about to fall, as if the ball were in
command of him but by that very fact, he is in command of the ball. The
habitus, as society written into the body, into the biological individual,
enables the infinite number of acts of the game written into the game as
possibilities and objective demands to be produced; the constraints and
demands of the game, although they are not restricted to a code of rules,
impose themselves on those people and those people alone who, because
they have a feel for the game, a feel, that is, for the immanent necessity of the
game, are prepared to perceive them and carry them out. (1990, 63)
examination of the habitus which creates the player, and of the role of
narrativizations.” Serious games are certainly lived, but they are only
historians or literary theorists; the hope that the story of the game can
national story, :
move from performance to narrative that the game acquires its time of
and our stories of their games (most ethnographies to date) are thus
level on these texts, they will never reveal what they were never
Nations, Places, and Ruling Serious Games II—4
meant to conceal in the first place: the habitus of the game... which is
But it is not enough to reject the juridical ideology (what the Anglo-Saxons
call the legalism) that comes so naturally to anthropologists, always ready to
listen to those dispensers of lessons and rules that informants are when they
talk to the ethnologist, that is to someone who knows nothing and to whom
they have to talk as if they were talking to a child. In order to construct a
model of the game which will not be the mere recording of explicit norms
nor a statement of regularities, while synthesizing both norms and
regularities, one has to reflect on the different modes of existence of the
principles of regulation and regularity of different forms of practice: there is,
of course, the habitus, that regulated disposition to generate regulated and
regular behaviour outside any reference to rules; and, in societies where the
work of codification is not very advanced, the habitus is the principle of most
modes of practice. (1990, 65)
If discursive rules were all that pushed agents into actions, and all that
beyond this type of data in order to determine how the agent knows
need that serious game theory will attempt to fulfill. And so, let me
move on to the details of this theory. While this part of the paper
takes us seemingly far away from the nation-state, it will all be useful
in re-imagining the nation and its ruling serious game not too far down
question is not why the pawns play this game, but why they are
satisfied by it... why don’t they (we) demand or create a better game?]
game is, and how this is “played.” The notion of a serious game as it
sequences:
for the duration, the encounter must localize all the ingredients
necessary for its own completion. The encounter provides the rules
and the materials requisite for the expected outcomes of its actions.
disputes.
Knowing that encounters define and determine attitudes does
determined. Why do people enter into these events in the first place?
the same time, he adds that this sense of euphoria is dependent upon
sees in his notion of “play:” “Like art, play comes to rest in itself, the
player into itself, and thus takes from him the burden of the initiative,
its players for the duration of its play. This is as true for serious games
for example, the play normally reaches a point where the internal risk
bored (See also Peckham, 77). Either end brings back the tension of
other possible worlds, of other games and factors, such as the external
15 Goffman proposes that the boundary of the encounter does not actually shut off
all outside contexts, but rather permits selected aspects of outside worlds to
penetrate after these have been altered through “transformation rules” into game
roles and game pieces. “the barrier to externally realized properties was more like a
screen than like a solid wall, and we then came to see that the screen not only
selects but also transforms and modifies what is passed through it. Speaking more
strictly, we can think of inhibitory rules that tell participants that they must not
attend to and of facilitating rules that tell them what they may recognize.” (ibid, 33)
Nations, Places, and Ruling Serious Games II—6
motivations that were suppressed during the play of the game. The
goalie returns to being your boss, and the other halfback your
assistant.
player toward the motivation of the game. The player must voluntarily
Motivation
using the location of the motivation vis à vis the action that results
play and work found in traditional theories of play such as those found
(1964). These latter theories held only that play, e.g. any “game,” as
Nations, Places, and Ruling Serious Games II—2
work (labor) can also be play to the extent that it provides internal
factory requires knowledges that are external to the worker, and thus
her motivation is not informed as to the real purpose of her labor. The
factory cannot rely upon her motivation (nor her knowledgeability) and
that they are autotelic to the action. Only certain varieties of actions
With all this selective inattention, one might be led to suspect that
17According to Csikszentmihalyi, the greater the perceived risk, the wider the
symbolic arena of activity—up to the point where the individual feels preempted from
entering the activity because her personal skills cannot possibly meet the challenges
involved—the more profound the flow experience will be. Furthermore, flow is
apparently not entirely a quantitatively measurable experience: one experience of
an extremely “deep” flow nature is thus not equitable to several “shallow” flow
experiences. Deep flow, once experienced, is apparently extremely psychologically
addictive (1975, 138). He also adds that flow experiences organize experience in
evolutionarily important ways (1988, 15-35).
Nations, Places, and Ruling Serious Games II—1
The paradox is real, for there is always a friction between these types
activity that create the potential for autotelic involvement. [The actual
larger game into the performance of the sub-game. More about this
the event for the event’s own sake—just as though his participation
What I call “risky games,” (See: below) are another example of the
from the start but they engender inherently serious risks to the
of flow.
Attitude
to, and what must not be paid attention to brings us to the role of
this is mapped into the serious game theory, also makes one central
We will see, however, that failure to follow any of the games rules—
between insanity and criminality, between the asylum and the prison,
A scheme of attitudes
21 Like the world of the trivial, the world of the negative-but-serious was long left
out of functional descriptions of cultures perhaps because of the notion that the
negative-but-serious aspects were actually parts of the individual’s psyche, rather
than fully part of public (sometimes less obviously so) actions. This refusal of
anthropology to admit psychology now seems quite arbitrary and short-sighted.
Nations, Places, and Ruling Serious Games II—3
(S2) (note that these are not the same demands). Money and
told not to pay attention to (T2) (these are also two quite distinct
Given the basic demands of the game there are four main
of a game: they can be pakka players, those who follow all the rules
(+S1,+S2); dilettantes, who play the game, but not “seriously” (+S1,-
S2); dissidents, who play the game against itself (-S1,+S2); and the
avant garde, who deny the game, but still play by its rules (-S1,-S2)22.
There are also four more stances, based upon the attitudes toward the
trivial aspects of the games demands: (+T1,+T2; -T1,+T2; +T1,-T2; -T1,-
22 These fit rather well into Calinescu’s discussion of modernism. The pakka players
are the modernists, convinced that they control the future; the dilettantes are into
decadence (an attitude that requires the absence of attention to the boundaries
between the serious and the trivial); the dissidents are doing kitch and camp (turning
the trivial into the serious and vice versa); and the avant garde is out there
pretending to lead the course of social change, while playing the same game as the
modernists. Of course, the post modernists are opting out of the game altogether, a
stance that looks from various perspectives as any one of the three non-pakka
stances.
Nations, Places, and Ruling Serious Games II—4
T2). These, we might call respectively the trivial stances of the pakka
player, the skeptic, the deviant, and the clown. Because they take
place in the realm of the trivial, these stances have escaped much
generally not probed the areas of denial that the culture demands.
affect the world of the serious has not been sufficiently explored.
Serious game theory brings this dynamic to the fore (and it will be
toward any aspect of any possible game. There are thus sixteen basic
what is serious for the game, and an equal neglect of what is trivial
23All other psychological stances are dangerous to the completion of current game
event, or to conservation of the current game rules. The most dangerous player of
all is the “avant garde clown.” (These are also the players most likely to be fitted for
straight jackets.)
Nations, Places, and Ruling Serious Games II—2
physically within the game space (1961, 36). There is another, more
make plays. (A play is any action that effects the state of the game.)
In the game of chess there are two players who make plays using
pieces on a board.
chosen to fill a required game role, and must enter this role with that
within the localized game space, and which I will term the pawn and
the context—in the play of the game. If this brings to mind regal
play of the game, but who finds or puts himself within the physical
Since their role is to create the action of the game, players are
vitally important for the success of the game. A game fails mainly
game event. In the end it is still the role of the players to determine
whether the game will continue to its normative closure. Even the
premature death of players, while this might end the current event,
would not prevent the next occurrence of the game from selecting a
level games (who are thus pawns in the higher level games) should be
provide docile bodies that serve a functional role), and can be pawns
allowed into the context of the event only when they agree to a non-
they agree to follow certain rule-governed behaviors, but they are also
not players since they are not empowered to make plays25. As long as
24 For example, players in an “audience game” experience a lower level of flow than
do players in the game being viewed.
25 An audience might (and perhaps usually do) constitute a sub-game of the main
game. As such, individual members of the audience are players in this game, and
Nations, Places, and Ruling Serious Games II—4
pawn that abandons his role and is replaced might become a stranger.
boundaries of which are intruding into the context of this game. They
this paper: Players will prefer to play at higher levels, because the
potential for flow is higher there, yet it seems that games prefer to
the higher-level game, the higher level games might appear to have a
small number of players and many pawns. Higher level games tend to
higher-level game.
yet still only pawns in the main game. In this sub game, ushers may be pawns and
first-time viewers may still be strangers.
Nations, Places, and Ruling Serious Games II—3
dynamic within the stable periods of a ruling game is for that game to
optimize the flow experiences and the realizable resources for its
organized—as long as the panopticon has its own blind spots. The first
with confidence games and practical jokes: they frame (to use
limit the ken of the person subjected to (thus the subject of) the joke,
or the con, or the nation, or the sacred. This means that the actual
players of the sub-game are led to believe that they are players in the
continuation: the pawns in the larger game are players in this sub-
game, but they are told that this is “the only game in town,” so to
speak. The existence of the larger game is kept a secret, together with
the means to join into the interest group cadre (the players in the
guardian. But as pawn, she is never the player, for the guardian is
Why is this place deemed authentic, and another one a fake? What is
foreign game. And we must accept our part in the disruption of the
ruling serious game. But before we even ask how they succeed in
suppressing suspicion, we must ask “Who are the players?”
The actions of players determine the play of the game, and this
determines whether the game will achieve its normative duration and
In order to locate the actual players of the game, one might start
that simple. As Gorz notes, economic reason has colonized the life
world to such an extent that nobody’s having much fun these days.
Instead, one might ask, “Who’s getting rich here?” There is a certain
correlation between wealth and the level of serious game at which one
can/is playing (cf. Bourdieu 1984). But wealth is a clumsy signal here
—better indicators are found in the notions of “risk” and “desire”. Who
is risking what, and how are desires created and sated... these
So they take as serious what the game tells them is serious, and they
take as trivial what the game tells them is trivial. In return, the game
is able to reduce the tension between its rules and those of other
possible games. 3.) The game becomes uniquely true for its players,
reward them for participating and help keep them focused on those
serious aspects of the game for its duration. 4.) All of the necessary
resources for the game are localized within the game’s boundaries.
world. The game provides all the ingredients, the resources, rules,
That the game is such a “limited imagining” and still able to command
the desires and attitudes of its players is the central question at hand.
Between the trivial game and the inherently serious30 game there is
in the process of playing it. If the game does not play, if the action (in
30 All games are internally equally “serious” about the rules and the contents of
their world. This is an important concept to remember, as it will be potentially
confused with the other notion—that of inherently serious games. Games are
inherently serious when they encompass risks that endanger the player’s existence
or status. This latter seriousness is the type of seriousness that is meant by the
notion of a “serious game.” The notion of a serious game is not simply the rather
obvious notion of playing a non-serious game for life-threatening stakes. Instead of
this “playing chess (or checkers, or tic-tac-toe) with death” sense, the notion of a
serious game is one where the game encompasses “real-world” social interactions,
such as political or religious events.
Nations, Places, and Ruling Serious Games II—4
any case voluntarily at some level) with the roles their nation
establishes for them and through this engrossment and the lack of
Maps of desire
see what the serious game theory does with them, and if this can be
taken seriously. Let’s begin again with Goffman, who, citing the work
Just as properties of the material context are held at bay and not
allowed to penetrate the mutual activity of the encounter, so also certain
properties of the participants will be treated as if they were not present.
..[the] effort to treat sociability as a type of ‘mere’ play, sharply cut off from
the entanglements of serious life, may be partly responsible for sociologists
having failed to identify the rules of irreverence in sociability with similar
rules in serious areas of life. A good example of these rules in the latter areas
is found in the impersonal calculable aspects of Western bureaucratic
administration. Here, Weber supplies an obvious text, providing only that...
we accept as a tendency what is stated as fact: ‘The “objective” discharge of
business primarily means a discharge of business according to calculable
rules and “without regard for persons.” ’[Weber, 1946, p.215, stress in the
original.](Goffman 1961, 20-21)
The notion that some games are inherently serious, should not
within their own realized resources, are inherently serious because the
risks that they engender, the challenges they provide, coincide with
boundaries (and also their localized resources) and those of the needs,
desires, and obsessions of their participants.
societies are still grappling with lower level needs, while more
“modern” societies have met these and are facing the higher level
Inside the area of survival need there are two more areas: the
again. In this area, both failure and prolonged success may present a
between needs and desires and obsessions are also determined by this
creates its own common-sense rules about this need. Needs, even the
most basic ones, are defined arbitrarily within the game. A well-
rules that tell not only what can and cannot be eaten safely, but what
range of cuisines, each with its own prescribed foods, around the
The idea here is that even when a serious game controls one or
What is more difficult for a game to determine and control are the risks
involved in participation.
provide challenges over the lifespan of the player, while short games
The primary notion of risk in the theory of serious games equates risk
in the performance must happen so that other, risky actions can occur.
the normative end of the game. It represents the fixed context that
properties of the ball, the keeping of the time, and the notion of a
designed to reduce risk. The rituals of the state are enforced primarily
to reduce the risk to the ruling serious game—not the risk to its pawns
fully reduce risks to the game itself, to its completion and renewal.
Barbara Myerhoff has argued that rituals are paradoxical: ‘because they are
conspicuously artificial and theatrical yet designed to suggest the
inevitability and absolute truth of their messages. {They are} dangerous
because when we are not convinced by a ritual, we may become aware of
ourselves as having made them up, thence on to the paralyzing realization
that we have made up all our truths.’ [Myerhoff, 1979, p.86] To exorcise the
danger and the paradox, ritual on the one hand anchors itself in tradition, and
on the other hand minimizes as much as possible the perceptual, cognitive or
emotional distance between the participant and the text reenacted. It can
neither articulate the arbitrariness of the text nor allow any disturbance of the
participant’s immersion in it. For this reason, no matter how great the
uncertainties, fears or hesitations of the shaman or initiate, there is one
existential moment that cannot be contained in ritual: the moment—a
common topos in literature—at which the hero stops to ask ‘What shall I say
now? What is my text? What is the next step of this journey?’ Even if such
a moment were ever to appear in ritual, by virtue of its necessarily being a
ritual moment its function could only be to affirm the efficacy of the
text...Thus, even though ritual is a privileged space of liminality, there is one
type of liminal mixing and mingling that it can neither warrant nor perform
without destroying itself—that categorical trespassing in which the work
becomes the object of its own discourse, and which is the space proper of
literature (Morgan 1984, 81).
Part Three:
In the realm of the Trivial
Trivium redux
realm has a double nature) worlds that determine the course of human
thought and action. Every game, it seems, creates not just one world,
games. Such attitudinal boundaries are drawn and redrawn during the
The world of the trivial exists within every game, invisible to the
campus (office, sidewalk...) clown wiggle the same toes that can also
Nations, Places, and Ruling Serious Games III—2
socio-cultural structures need not be followed, where all the rules are
decline: the changes that force great religions into hasty conclaves
and governments into exile belong first to those games that people
The irony is that the ruling serious game creates a world of the
world). Out of this world will come new games to challenge the ruling
aspects that were formerly trivial, and which occur in the discourse
How can they live with such inconsistency? Without being facetious,
the answer is, of course, they just do not take the change seriously.
looks like from the outside at the level of the serious discourse. The
the players of the game have ceased to play certain parts of the game
the eventual change, as the game cannot proceed for long without
nor the outcome can be predicted. After the event, the new serious
(The inflatable shoe is now on the other foot, so to speak.) The result
32 The question can arise as to whether there is, in fact, a new game. I will propose
that any change that substitutes a new serious aspect for an old creates a new game.
Thus the discussion will be one of changes between games, rather than between
stages of games. Stages might connote some logical progression between games,
when there is only the unpredictable disjunction between what was and has
Nations, Places, and Ruling Serious Games III—4
seamlessly harden around the new serious aspects, the changes are
The Trialectic
seriously33. For this reason, I will disambiguate this process from that
two levels of participation, the serious level and trivial level. The
into a new serious game or games, one of which will supersede the
original serious game. Old games are thus never defeated as much as
that it will not attempt to provide system where this is not evidenced.
trialectic comes to the fore, and explanation must give way to paradox
laughter.
trialectic.) For this reason it makes little sense for any description of a
“Only a Game...”
call this is the theological objection); the objection that this theory is
game objection); and, the objection that this theory denies any praxis
for positive cultural change (the petulant avant garde objection). Like
yet been verified and can no longer be taken seriously (the theory uses
its own weapons here) as a basis for inquiry. The theory welcomes all
games have long been played) but it resists the notion that previous or
There is, for this theory at this time, no absolute or universal ground at
all, only the arbitrary grounding of those notions that the game
determines are serious by means of writing its own myth and history.
Against the notion that it is too “powerful” the theory notes that,
tool for inquiry into phonology, so too semiology requires the positing
cannot normally explain how their language works (but are curiously
adept at its use) has not stopped linguistics from seeking such an
itself, however, and awaits with trepidation the time when some
out the notion at a department seminar that will lead to a new game
theory.
priori privilege for either “trivial” (e.g. festival) events or “serious” (e.g.
thought and action at the serious level, serious game theory does,
indeed, offer little comfort. The notion that rational action has little to
do with the overall trend of cultural change does strike directly at the
on the level of the trivial, that social change occurs when those
aspects of society that society takes seriously (its myths) are subject to
outside the panoptic scope of the ruling serious game, will feed the
where this will take us) the coffee shop must be recaptured from the
End play
performance, all action. At the same time, these are relinked with the
their performative and semantic aspects and determine the alibis that
Figure 1
Nations, Places, and Ruling Serious Games 3
Figure 2
Nations, Places, and Ruling Serious Games 5
Bibliography
______. 1961. Man, Play, and Games. New York: The Free Press of
Glencoe, Inc. Translation of Les jeux et les hommes. Paris:
Gallimard. 1958.
Nations, Places, and Ruling Serious Games 3
Calinescu, Matei. 1987. Five Faces of Modernity. Durham: Duke
University Press.
______. 1973. “Ethos, world view, and the analysis of sacred symbols.”
in Clifford Geertz, The Interpretation of Cultures. pp.126-141.
Reprinted from The Antioch Review, Vol. 17, No 4. 1957.
Hoffman, Stanley. “A Plan for the New Europe.” New York Review of
Books. Vol XXXVI: Nos 21 & 22. January 22. Pp. 18-25.
______. & Mark Turner. 1989. More than Cool Reason; a field guide to
poetic metaphor. Chicago: University of Chicago Press.
Peckham, Morse. 1965. Man’s Rage for Chaos: biology, behavior, and
the arts. Philadelphia: Chilton Company.
______. 1979. “Frame, Flow and Reflection: Ritual and Drama as Public
Liminality.” Japanese Journal of Religious Studies. Vol. 6/4. Pp.
465-499.
Weber, Max. 1946. From Max Weber. H.H. Gerth and C. W. Mills, trans.
and eds. New York: Oxford University Press.
______. 1958. The Protestant Ethic and the Spirit of Capitalism. Talcott
Parsons, Trans. New York: Charles Scribner’s Sons.
Zizek, Slavoj. 1991. For They Know not what They Do: Enjoyment as a
Political Factor. London: Verso.
Nations, Places, and Ruling Serious Games 1
After-words
Let’s call these “short games.” Serious games are often meant to
provide all the resources needed to sustain its action throughout its
expected duration, and that the longer the game, the more there arise
leave the game. This also brings up the point that a nation-state is not
a single game, but a congery of games. It falls to the habitii (and there
are more than one of these) to provide the coherence among games.
always some action that signals the start of the game, or the
long games simply outlast their players. Intermittent long games have
starts and endings every time they occur, but the ending also signals
the preparation for another beginning. Open ended games may end in
disarray or they may have some form of closure. However they begin
and end, games usually keep their own sense of time, marking this in
ways that are important only to that game37. At the edges of this time
are the temporal boundaries of the game, within which the game must
player in the long game for the duration of the short game. During
that time his role is limited to that determined by the short game. So a
person can play chess this morning, soccer this afternoon, and join the
festival next week. Games can also easily be embedded into other
Games also keep a sense of place. They define the loci of their
place. Within the outermost boundary of the game all the necessary
resources for the game’s duration must be found, including the space
it needs. The nation’s borders are also the boundaries of the nation’s
ruling serious game. In order to expand this game, the nation must
37 One way of locating games then is to locate all of the ways that time is kept in a
culture. A variety of conflicting measures of time can usually be found, and the use
of these externally ad hoc measures of time (hours, innings, quarters, laps, seasons,
centuries, moves, sides, sets, campaigns, trends, millennia, strokes, various
calendars, and so forth) signal the existence of different games.
Nations, Places, and Ruling Serious Games 3
Technologies of Experience
lore of these are all part of the game. If this paper tends to dwell on
condition that they do not transparently reflect each other. What the
knowing how to do the action are transformed into the doing of the
action at the time of its performance (See: Hymes). These are the
ingredients of the action and its required context. These inform the
intent. What do ruling serious games look like, and how do they
operate?
should use their maps to reveal the spatial logic of those places
deemed serious and trivial to their game, and use their logic to
realm, and realm stands for place.38; Games create and sustain
38A corollary to this is that realms typically describe places can be mapped and
these maps reveal a logic of spatial meaning for the realm. I would suspect that
some quality of “mapability” will be found in any place that qualifies as reality. Of
Nations, Places, and Ruling Serious Games 2
meaningful universes we can call places. They make these places out
into places is the very process which interests many social theorists
signals the significant shift of meaning that occurs during the course
course , mapability is not restricted to the one type of graphic representation, but is
simply the geographic extension of a more general “describability.” The availability
of a geographical description of a certain level of specificity might be a central
quality of places that acquire “reality.”
39For a discussion on “locale” see: Anthony Giddens, “Time, Space, and
Regionalisation”, in Gregory and Urry, 1985, p. 271.
40Think of maps of fictional countries, of invisible cities, fantastic planets; and also of
statistical atlases, tourist guides, communication networks. On the surface, Goffman
might seem to be saying that all these maps describe places the meaning of which is
determined by the realm (singular) which qualifies as reality; this is something of a
Habermasian take on Goffman—a suggestion that any rational discussion would
settle the issue of which map most closely describes some external reality—but
Goffman is suggesting something quite different. What Goffman is saying is that an
activity sustains a place which is taken as real by participants while they are
engrossed in this activity.
Nations, Places, and Ruling Serious Games 3
meanings that hold outside (or before or after) the activity. Places are
To study a place
thus accessible in a reliable manner only during the activity. The study
during activity when the logic of the realm of the activity is in place.
will generate a different answer. At the same time, activities not only
Of course they must be explored. What is also implied in the need for
(cf Lakoff, 1987), one that ties this study to bodily activities and thus to
for interpretive ethnography, and also for the task of creating of maps
of places.
“there” there to take away. The task facing the ethnographer is thus
Geertz’s term) and also to develop the theoretical and practical means