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Nations,

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

This bias towards the temporal ... is an instance


of what Soja (1989) has termed “the suppression
of space in social theory.” As he demonstrates,
both positivist and Marxist historians and
sociologists—with the exception of Canadian
economic historian and communication theorist
Harold Innis, who is not mentioned in his
account, and subsequent thinkers influenced by
him—have tended to privilege historical
determinations in the interpretation of society
and culture, and to render spatial determinants
as both static and secondary. (Berland, 39)

Part One: The Problem of Place

The Problem of not Problematizing Place

The human sciences have not problematized space sufficiently.

We lack a fundamental understanding of the spatial qualities of action,

and of the historical processes that produce places we call “nations.” I

find it curious that even theorists, such as Foucault, Bourdieu, and

Giddens, whose work rests directly upon the spatial order of actions

and institutions, have failed to significantly address the

epistemological and historical processes that underlie our concept of

space.

The modernist notion of “space,” of a vacuous undifferentiated

universe where physical and metaphysical laws apply uniformly—the

space of experimental reason that defies local aberration; the space of

truth—still underpins critical social theories long after these have

problematized space’s younger sister: time. At the drawing boards of

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.

To speak of a modernist notion of “space” suggests alternative

notions. “Pre-modern” and “extra-modern” come to mind, if one

wishes to again to temporalize modernity. But then that which is

extra-modern not only exists outside the “time” of modernity, but also

outside its “space.” In it universalizing narrative of (evolutionary)

development, modernity has defined itself as a time in advance of

other times. So we find stone-age peoples in the Philippines, and a

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

address modernity’s death grip on space.

In The Order of Things, Foucault reminds us of a place in time

where all things existed in a patterned order somewhat like the carpet

of Eudoxia. I am not simply saying that people conceived of time and

space in this fashion, although this is so—what I wish to show is that a

universe so conceived allowed people to live in places (also imagined)

that were astoundingly different from the spaces of modern nations,

and that the process of nation formation was necessarily preceded by

the epistemological shift which Foucault described (although again not

sufficiently in it spatial nature).

The co+incidence of this epistemological shift with the early

reformation in Europe and the initial opening up of the New World; with

the founding of universities in Paris and Oxford, and, subsequently, the

particularist speculations of Ockham at Paris and the vernacular de-

ritualization of praxis by Wycliff at Oxford; with the musings of

Copernicus and the decentering of the Earth; with the invention of


Nations, Places, and Ruling Serious Games I—3

cross-ocean navigation technologies and the maps these explorations

required; and with the need for accurate survey technology to

articulate land holdings in new colonies, and the effects of cultural

decentering because of travels to new worlds (to other places)—

particularization re-places similitude in the natural sciences, and

relativization re-places cosmic order in the physical sciences—all of

this occurs centuries before the modern nation is announced, but also

happens in those very places where the nation-state is to be

conceived.

I don’t have a blow-by-blow description of the transition from the

epistemology of place-as-microcosm to that of space-as-empty-and-


uniform. But it is relatively evident that the latter formed the

epistemology upon which the nation rests. The task becomes that of

critically revaluing our theories to uncover these spatial

epistemological assumptions, and then forging a spatially self-

reflective critical theory that will allow for the problemization of place

in ethnographic work.

From Places to Nation Spaces

Turning now to the uniform space of nations1, two spatial

processes seem to be working in the creation of nations. The first

process in the spatial consummation of the nation is a process I will

call “interiorization.” This is the emptying out of pre-existing places

within the nation’s borders—the absolute destruction in place and

memory of the sui-generis distinctions that formerly articulated

localities. These distinctions are elided together with the verbal

(dialectical) distinctions that once marked them. National languages,

enforced through national education systems, erase local knowledges

1Nations are always plural. They were and are created within a spatial grammar of
contraposition.
Nations, Places, and Ruling Serious Games I—2

and those pre-existing customs formerly used to distinguish among

locales—locally exclusive festivals, for one example, local laws for

another.

A totalizing uniformity of space is created within the borders of

the nation. Transportation and communication links are established.

Internal boundaries are suppressed and interior-travel—the new

pilgrimage which Anderson describes—is promoted. Centralized

military and legal control is applied across the map of the nation.

Local disturbances are now a matter of national concern. The national

boundaries create a uniform power container that subjugates all

citizens in a relatively equal fashion (before this time, as we learned


from Discipline and Punish, the monarch’s gaze was focused narrowly:

after this we are all guilty, and await the gendarme’s hail).

National maps provide a visual mandala of the national space,

reinforcing the boundedness and internal connectivity of the nation.

Previously locatable local boundaries disappear from maps and from

the landscape. Boundary markers are torn down or simply cease to

have their semiotic effect.

Space and the History of the Nation Notion

In Western Europe much of this interiorization had already taken

place in advance of the formation of nations—it informed the style of

the modern nation-state. But in the colonies of Europe, those sub-

altern nations created by the European nations, the process of

interiorization is pro-active and more evident as a feature in the

creation of the nation. The infrastructure development of India, its

survey, and the complete re-naming of its places to fit an English

tongue, and to fill an English notion of exotic nostalgia. Coromandel,

Malabar, Calcutta, Darjeeling: English names on English maps and


Nations, Places, and Ruling Serious Games I—2

railroad schedules. A subsequent renaming of places occurred when

India became independent. The new names were announced to reflect

the deep and hoary history of the Nation of India, a space that, in fact,

never existed in anyone’s imagination before the British arrived.

It might be instructive to consider the nation as a necessarily

post-colonial phenomenon (in terms of space/place). By this I mean to

suggest that much of Western Europe (Germany, Benelux, the British

Isles, Normandy) was itself a “colonized” space due to centuries of

spatial reconfiguration: originally by Rome, and later by internal and

external nomadic incursions and by Christian polities (Christianity was

as foreign to these lands as it was to India). The indigenous aboriginal


populations (their own “Indians”) of Western Europe were, over several

hundred years, replaced and replenished by outside rulers including, at

least peripherally, Turks, Moors, and Huns, and internally, by Saxon,

Norse and Norman conquests. The ultimate conquest was that

perpetrated by institutions of the church. By 1500, the sui generis

place attachments of Western Europe had long been severed and re-

instituted under the auspices of the church. And by 1800 the church’s

hold over its “hierogenous zones2” in Western Europe had been

effectively severed again by the Reformation. At the time of the

blossoming of the modern nation and in terms of space and language (I

do not wish to press this analogy in terms of politics or economics),

Western European states already fit a post-colonial description3.


2 As will be seen below, the notion of “sacred space,” similarly, the notion of
“national space” are varieties of fabricated places. Because of the implied
theological meanings of “sacred space,” I propose an alternate term, “hierogenous
zone,” for places that generate hieros (the sacred, the supernatural, shades, demons,
whatever). As Bourdieu (1988) pointed out, one of the first steps towards a truly
scientific human science is made away from naturalized, scholarly commonsensical
descriptions. The hierogenous zone is a site of embodied practice embedded within
its locale, or more recently, a channel and a time on the television schedule.
3 So too, the national languages of Western Europe are themselves neo-local,
Nations, Places, and Ruling Serious Games I—4

The second process, which I will call “rearticulation,” is a curious

and necessary perversion of the first. This involves the rearticulation

of locales as sites of the nation. National monuments, public buildings,

national highways and railroads, battlefields, stadiums, and also cities,

natural parks, and rural habitats: all become emblematic of the nation,

of its history, its naturalized beginnings and its future glory. A

waterfall becomes an object of national pride. Locales are presented in

their distinction as “capitals” or “body parts” of the nation: for example

the “corn (or porn) capital of America;” “the heart of American

industry.” As Jennifer Robertson (1991) points out, the notion of

furusato (the Japanese nostalgic traditional village place) applies both


to the individual reconstructed village (which offered a menu of

required furusato ingredients and a zest of reconsidered local treats)

and metonymically to Japan as a nation. Furosato is Japan.

Forgetting to Remember

The rearticulation of the nation occurs continuously. It is applied

to focus national attention, and divert the same. It informs the

national imagination. This rearticulation happens not only internally,

but provides the narrative for external perspectives—the nation

continually reinvents the spaces of other nations. Reagan’s evil

empire of communism has been replaced by Yeltsin’s inept (and

perhaps more dangerous by this) commonwealth of independent

states. Ex-colonies reinvent relationships with their ex-rulers—by

redescribing the space of the other.

The rearticulation of locales succeeds only insofar as places can

replace spaces within the modern epistemology. The places of

modernity must be reinforced by an active national ideology, or else

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

epistemological grounds that supported the idea of places. Such a

place may offer sanctuary, special powers, healing waters, youthful

reinvigoration, Epiphanies of beauty or fear: based on the story of the

place, on its natural markings, and on an epistemology that describes

knowledge as em-placed.

Because there is actually no room for “places” in the

epistemology of the modern nation, the reinvented place, the national

locale, is of a completely different epistemological order from the pre-


national (pre-modern) place or locale. As sites created by and for the

fabrication of experience, they require maintenance, particularly,

efforts to escape suspicion and doubt. So, they rely upon the

processes of naturalization for their claim to have epistemological

support. As this claim is contestable, nations must work even harder,

they must avoid even the suspicion of a doubt. Nations require

continuous performances of what Homi Bhabha termed “the

problematic totalization of the national will” (1990, 311). This time of

“forgetting to remember,” (ibid.) is a strategy for eliciting “selective

inattention” (Goffman 1961, 38): a boundary condition required for the

ruling serious game (much more about this below) to commence.

Authenticity for the national space is an expensive and

continuous proposition. The modern national place cannot violate

undifferentiated space. It cannot offer miraculous cures, it cannot

reverse the uniform unfolding of time. Ultimately, national places are

subject to one fragile authority—that of the nation: we see flags sprout

in a sudden spring of nationalist sentiment when a war is announced,

and the same flags burned when the armies return without
Nations, Places, and Ruling Serious Games I—3

employment. We witnessed in a week every (well most) public

statue(s) of Lenin disappear across the former Soviet territories.

The replacement of places that are epistemologically grounded

with fabricated places that uneasily hide their epistemological

contradictions—places transformed out of space only by the force of

ideological equivocation—is actually the destruction of “place” across

the face of the planet. I do not wish to suggest that our epistemology4

is, somehow morally deficient, nor to promote nostalgia for “old-time”

places. The suggestion that a critique of the modern place must

involve a romantic return to a former authenticity is itself a modernist

counter-move. The interest in other places and their epistemologies is


an attempt to discover alternative strategies of place which might

inform a theory of place that would re+place the vacuous space of

modernity.

The Hyperlocale

For much of human history, activities of various sorts have

created “places” from “spaces”, places that are identifiable as locales.

Recently, the characteristic of places to be tied to locales seems to be

loosening in the face of the modern “global place.” Part of this has to

do with the increased distanciation brought about by communications

and transportation technologies. Another part, as we have seen, is the

articulation of this distanciated space by the processes of nation

formation and maintenance.

As Anthony Giddens noted5, the disembedding mechanisms of

modernity tend to evacuate the historical idiosyncratic locality of place


4Epistemology is simply another level of fabrication, made innocent (if it is) only by
its democracy—we are all subject to it. Yet this universalized/-izing notion of
epistemology (particularly Foucault’s notion of episteme) is itself the result of the
application of the modern spatial formula: it declares “what is really true must hold
true everywhere.” Truth is never local nowadays.
Nations, Places, and Ruling Serious Games I—2

in favor of re-embedded globaly-organized places. This new planetary

realm is, in effect, a type of “hyper-locality”, one consequence of which

is a continuing impact upon the reality claims of other, necessarily

smaller localities and their realms. What seems evident is that

processes in modernity act to sever places from locales, and that this

tends to un-transform the local places back into spaces.

The hegemony of modern space (and time) seems to be an

accomplished fact. We have entered the realm of the hyperlocale, of

global spaces taking on the facade of local places. The markings that

formerly signaled the individual distinction of the locale now play as

signifiers within a global language of marking. They are the simulacra


(cf. Baudrillard, 1983) of what were formerly individuated places. We

now create local places as tourist destinations, demarcated and

marketed through iconic architectural motifs. The Eiffel Tower, the Taj

Mahal, Big Ben, the Venice Canals, the Great Wall: Epcot Center at

Disneyworld (the word “world” is no mistake) re-places the world as a

hyperlocale, as a semiosis of equivalent meanings. This global

metropolitan location supports the nation as one-among-equals: but it

elides a good portion of the world in its picturesque montage. Where is

Islam in this picture? Where is Africa?

Does the hyperlocale admit to any resistance? Hardly—there is

no obvious locus of active resistance to modern nation formation—

everyone seems to want a place in Disneyworld. Yet, how uniformly

has the epistemology of modern space/time penetrated across the

globe? Clearly the global economy and world systems implicated in

5For a discussion of Giddens’s use of time-space relations, see: Gregory, 1985.


“Modernity,” as a synthetic term used to describe historically embedded but
increasingly globalized institutions and structuration, has not acquired a consensus of
meanings in the literature, I am comfortable with Giddens’s outline of its features (cf.
Giddens, 1990).
Nations, Places, and Ruling Serious Games I—3

this process are active agents in the spread of the modern episteme.

But aren’t there dis-enfranchised, marginalized peoples who have not

so much resisted as they have been ignored? Are there contra-nations

out there? What is a post-modern nation? Must we re-invent the

locale for the epistemology of modernity to come into critical focus, ?

How do we study alternatives to the modern place? Where do we

look? Can an archaeology of spatial knowledge help us here? What is

the role of ethnography?

The human sciences have not problematized space sufficiently.

We lack a fundamental understanding of the spatial qualities of action,

and of the historical processes that produce places we call “nations.”


Partly, this theoretical oversight is due to the priority that space has

within modern epistemology. We valorize only knowledges that are

moveable. For a century, anthropologists have brought back souvenir

knowledges of “other cultures” as though these represented the actual

knowledges in play in these society. As Bourdieu, Foucault, and

Giddens (among others) remind us, the study of practice requires the

study of places of practice. We need a theory of space—and of

spatialized practice—that will allow this type of study. What follows is

the beginning of such a theory.


Nations, Places, and Ruling Serious Games II—1

It is not the act [of sexual intercourse] as such


that the spirit of the language tends to conceive
as play; rather the road thereto, the preparation
for and introduction to ‘love’, which is often
made enticing by all sorts of playing. This is
particularly true when one of the sexes has to
rouse or win the other over to copulation.
(Huizinga 1949, 43)

One's feel for the game is not infallible; it is


shared out unequally between players, in a
society as in a team. Sometimes it is completely
lacking, notably in tragic situations, when people
appeal to wise men who, in Kabylia are often
poets too and who know how rule aimed to
guarantee can be saved. But this freedom of
invention and improvisation which enables the
infinity of moves allowed by the game to be
produced (as in chess) has the same limits as
the game. The strategies adapted in playing the
game of Kabyle marriage, which do not involve
land and the threat of sharing it out (because of
the joint ownership in the equal sharing out of
land between agnates), would not be suitable in
playing the game of Béarn marriage, where you
have above all to keep hold of your house and
your land.
(Bourdieu 1990, 63)

“In daily life, games are seen as part of


recreation and ‘in principle devoid of important
repercussions upon the solidity and continuity of
collective and institutional life.’ [from: Caillois
1957, p.99] Games can be fun to play, and fun
alone is the approved reason for playing them.
Because serious activity need not justify itself in
terms of the fun it provides, we have neglected
to develop an analytical view of fun and an
appreciation of the light that fun throws on
interaction in general. This paper attempts to
see how far one can go by treating fun
seriously.” (Goffman 1961, 17)

Part Two:
The Theory of Serious Games

Preliminary Stuff

The basic notion of a theory of serious games is that society as

an object of study can be described as a set of serious and non-serious

games which involve its members in rule-governed and rule-creating


Nations, Places, and Ruling Serious Games II—2

actions. As Giddens (1991) notes, the “sociologist’s ‘society’, applied

to the period of modernity at any rate, is a nation-state...” (15). As

such, societies and nations today (socialization and nationalism) are

mutually implicated. Yet, the genres of serious games played in the

nation-state are different from those played in other societies. By

exploring this difference we will be able to better describe the

contingent possibilities of action within each type of society.

The notion of “society as serious game” is not presented as a

monopolistic explanatory tool, but rather as a descriptive figure more

nimble at times than “society as text” or “society as drama.” Drama

and text are both implied in the play of serious games (more of this
later). Similarly, members of a society can perhaps be better

described as “players,” and “pawns” rather than as “agents6” or

“actors.” This theory brings to the fore the embodied performative

aspect of society. The actual serious games that envelope us, the

society we belong to and others we encounter as “strangers,” are only

formally delimited by the theoretical model of serious games. This

theory provides the barest of form, a basis upon which any number of

serious games, fantastic or not, can be (and have been) fashioned.

This, as Bourdieu notes, is the advantage of having such a model:

“even if it remains for the most part empty, even if what it provides us

with are above all warnings and programmatic guidelines, [having a

model] means that I will choose my subjects in a different way...”

(1990, 160).

6The terminology is confused, perhaps, as the following description of the “player”


relates very much to Bourdieu’s and Giddens’s notion of the “agent.” Giddens
discounts (and so do I) the value of the term “player” in its British dramatistic sense
(what Americans would call a “stage actor”). I will stay with the term “player”
because not only do they make “plays” but they are also involved in serious (or deep,
or thick) play. The Derridian overtones are also important here.
Nations, Places, and Ruling Serious Games II—3

Embedded in the following text is also an implicit critique of

rationalism as Habermas (1984) would have us use this concept; that

is, of rationalism as a mature/advanced state of dialectical cultural

growth/evolution. At the end, it is hoped that the reader might

consider instead that rationalism has been a remarkably successful

strategy for legitimizing certain aspects of serious games. As such it is

a powerful alibi for actions, no more, but certainly this is enough of a

role for any concept. In order to approach play seriously (yes, this also

means “rationally”) an expanded and reordered notion of rationality is

needed, one not based on the pristine separation of subjective and

objective realms. (For more discussion of—mainly objections to—


objectivism, See: Bourdieu 1988, 781; 1990, 62-63 & 184; Giddens

1987, 59-60, Lakoff 1987, xiv; Weedon 1987, 78-80.) As Zizek(1991,

179-81) —after Lacan—notes, it is time for dialecticians to “learn to

count to four”, to embrace the negative, the difference outside of

serious pretensions of the ruling game. (Part III below will outline this

“trialectic” process.)

Herein is presented a discussion of terms like “nationalism” and

“game”, “work” and “play”, “serious” and “trivial”, “risk,” and

“action”. In their new (or rediscovered) meanings these terms become

tools of the game of creating a theory of games. As the semantic

space of such terms and many others changes, these changes are

signals of the transformations I wish to describe, transformations as

broad and profound as the Protestant Reformation, and as narrow—

and yet profound—as the shift from the performance of a single

Japanese matsuri as a festival to its performance as a pageant. The

following theory of games may be seen as a part of the change from a

modern to a post-modern outlook (See: Kroker), or it may not. What it

demands of the reader is not that it be accepted as true, but rather


Nations, Places, and Ruling Serious Games II—4

that it be taken seriously, which is all that any game can actually

demand.

Strategic Play

This paper will explore Pierre Bourdieu’s notion of “strategic

action” from the perspective that social action generally takes place

within frameworks or contexts that can productively be called “serious

games.” Action, particularly in its nation-creating and sustaining

capacities, can be discussed using terms defined in the theory of

serious games. Before looking at this serious game theory’s more

specific socioanthropolinguistic (it’s an ugly word but someone has to


use it) extensions, the paper will introduce the theory’s place within

the human sciences.

In serious game theory, festivals, pageants, rituals, rites,

breakfast conversations, working lunches, clandestine afternoon trysts

(Huizinga’s winding road to copulation), supermarket checkout

encounters, freeway driving, political conventions, supreme court

sessions, military coups: each of the various social encounters that

envelope our actions from day to day or minute to minute are

individually determined by the game that promotes and sustains its

context and its conduct. Donning a three-piece suit for a business

meeting is actually much more than superficially analogous to donning

one’s whites for a cricket match.

Serious game theory allows for a further examination into the

strategic logic of suit-donning and other actions, as well as a

perspective on the knowledges (habitus) and constraints that frame

these actions. The use of an extended theory of “serious games”—

extended, that is from Erving Goffman’s original notion of “game


Nations, Places, and Ruling Serious Games II—2

encounters” (1961)—provides a methodological entrée to what

Bourdieu calls “the feel for the game:”

I wanted, so to speak, to reintroduce agents that Lévi-Strauss and the


structuralists, among others Althusser, tended to abolish, making them into
simple epiphenoma of structure. And I mean agents, not subjects. Action is
not the mere carrying out of a rule, or obedience to a rule. Social agents, in
archaic societies as well as in ours, are not automata regulated like clocks, in
accordance with laws which they do not understand. In the most complex
games, matrimonial exchange for instance, or ritual practices, they put into
action the incorporated principles of a generative habitus: this system of
dispositions can be imagined by analogy with Chomsky's generative
grammar—with this difference: I am talking about dispositions acquired
through experience, thus variable from place to place and time to time. This
'feel for the game', as we call it, is what enables an infinite number of 'moves'
to be made, adapted to the infinite number of possible situations which no
rule, however complete, can foresee. And so, I replaced the rules of kinship
with matrimonial strategies. (Bourdieu 1990, 9)

Specifically, agency is found in both performances (events and

their contexts) and texts (oral, written, and video), and, more

problematically, in the unexpectedly “thick” region between these two

aspects7. Serious game theory allows for explorations into the actions

evidenced in performances, into the semantic ordering of texts, and

most significantly, of the structure of the hidden space between these.

The goal of serious game theory is to provide the minimal form

for social action, a description wherein action and concept

(performance and narrative) are not transparently connected. As


7 Unexpected because the social order presents itself as transparent on both
surfaces, as a structured order of meanings and practices that correspond to each
other without hidden intermediaries. Thus, studies of meaning, (e.g., those of
religious doctrines or political ideologies) have seen no difficulty in asserting that this
level is both internally consistent and can be mapped also on the action surface of
rituals—as actions designed to “represent” ideational notions. Similarly,
structural/functionalist descriptions of actions and objects see no difficulty in
asserting the clear and comprehensive accord between these and the “worldviews”
that they “represent.” The society sees itself as a “thin” surface where thought and
action are consistent and their connections immediate. Game theory posits a region
between these two surfaces, and then shows that the structures on both surfaces are
arbitrarily determined within this thick interstice where meanings and actions are not
taken seriously.
Nations, Places, and Ruling Serious Games II—3

Giddens (and others, such as Geertz, 1973a and Boon, 1982) have

suggested, action must not be confused with discursive knowledge:

“You can’t wink (or burlesque one) without knowing what counts as

winking or how, physically, to contract your eyelids,... But to draw

from such truths the conclusion that knowing how to wink is

winking...is to betray a deep confusion as, taking thin descriptions for

thick, to identify winking with eyelid contractions...”(Geertz 1973a, 12).

The problematic that Geertz uncovered with his call for “thick

description” is one of determining what goes on between the worn-

smooth surfaces of narrative, on one hand, and performance, on the

other. Between these two hands, or behind them, something is said to


be happening. What we get out of Geertz is talk of “deep play” and

“meta-commentaries” (1972) What we need is just enough form to pry

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

passel of lies. (Actually, I prefer Barthes’s term, “alibi,” but am

uncertain of the proper group adjective. We could be looking at a

cohort of alibis.) The biggest alibi of all is actually the one that

narrative gives to performance, and that performance uses on

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

8 This is not as distressing as it might sound. As Umberto Eco noted: “semiotics is in


principle the discipline studying everything which can be used in order to lie” (1976,
7 emphasis in the original). This does, however, leave us with a theory of “games”
based on a theory of “lies” with which to replace a theory of “culture” based on
notions of universal “truths.” This suggests some necessary lowering of
expectations. Like the two fools in Bruegel’s engraving (See: frontspiece) tugging at
each other’s nose, meaning and performance make fools of us all. Why? Because
we take them seriously—or not—upon their word. Who is the real fool: the clown or
the person that takes him seriously? What is it about culture that makes us want to
be lied to?
Nations, Places, and Ruling Serious Games II—4

problematic that started this paragraph: having recognized that

narrative and performance are alibis for each other, why don’t people

ever catch on?

Serious game theory begins with the assumption that action and

concept are not consistent, and for interesting reasons (not just

dysfunctional ones). Under this theory, the performative aspects of

culture earlier described by Turner (See Turner 1969, 1975, 1979; and

also Singer 195, 1984) can be explored along with their conceptual,

semantic counterparts (such as those presented in Lakoff and Johnson

(1980) and other explorations into the semantics of metaphor (Ricoeur

1977, Sacks 1977, Lakoff 1987, Lakoff and Turner 1989)). The use of
metaphor, particularly in its mythologizing role (again à la Barthes) can

be brought into full play in descriptions of serious games. Recent

social psychological studies into the motivations for actions and

desires, particularly the “flow” studies of Csikszentmihalyi (1975,

1988) and others (e.g. Mitchell 1988, Sato 1988) and Zizek’s political

readings of Lacan (1991) provide the initial conception of motivation

necessary for a serious game theory. Again, serious game theory

presents only the most basic form, just enough to allow these

linguistic, ethnographic, and social psychological notions to begin to

work in concert. It defines a vocabulary to be used in describing the

participation of the individual players, and opens current sociological

theory to the actual contingencies of this participation.

As a term, “game” seems at first look hardly qualified to

encompass the actions, and institutions that it will have to control for

serious game theory to be adequate to its own description. These

agencies and processes have been previously discussed under a

variety of terms: “cultural framework,” “life world,” “religion,”

“nation”, “ideology,” etc. Decades of careful fieldwork and study have


Nations, Places, and Ruling Serious Games II—5

brought into perspective many events, actions, narratives, and

meanings that have not heretofore been readily classified as parts of

games, or in any fashion necessarily linked to performance. Partially,

this failure to to approach performance represents a Post-Reformation

critique of the efficacy9 of human action—EuroAmericans live in a

world where “play” and “games” have been marginalized in contrast

with “work” and other “serious pursuits,” and where embodied and

emplaced knowledge gives way to narratives and universal laws.

Serious game theory hopes to show how performance can be

rediscovered, and that we work at playing serious games every day. In

order for serious game theory to succeed, it must provide some


advantage over other perspectives on social action. This paper will

outline some of these advantages. Some potential objections to

serious game theory will also be discussed below.

If you are not part of the action, you are part of the context

Let us now look closely at the proposed theory of serious games.

First, a few more assumptions: As with Geertz (and before him, Talcott

Parsons, and before him, Max Weber and Émile Durkheim)—the basic

presupposition that empirically observable actions are important in

themselves is crucial to the serious game theory. What Bourdieu and

Giddens (and others) added to this presupposition is the importance of

the agent’s knowledgeability. Like Bourdieu (above), Giddens would

revive the knowledgeable agent:

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

9 The disengagement from the symbolic control of natural processes —from


religious ritual— in favor of the incremental “controls” provided by scientific
knowledge is instrumental in the commodification of human action, and in the
marginalization of the body.
Nations, Places, and Ruling Serious Games II—2
overwhelming external social forces, and a misleading or false view is
adopted of the connections between micro-settings of action and more
encompassing social influences. An adequate account of action in relation to
modernity must accomplish three tasks. It must recognise that (1) on a very
general level, human agents never passively accept external conditions of
action, but more or less continuously reflect upon them and reconstitute them
in the light of their particular circumstances; (2) on a collective as well as an
individual plane, above all in conditions of modernity, there are massive
areas of collective appropriation consequent on the increased reflexivity of
social life; (3) it is not valid to argue that, while the micro-settings of action
are malleable, larger social systems form an uncontrolled background
environment. (Giddens 1991, 175)

Knowledgeability and constraints on knowledgeability are central

to the theories of Foucault, Goffman, Giddens, and Bourdieu. What

game theory adds to this mix is a basic parameter to describe these

knowledges and also a notion of observable attitude. The study of

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

knowledges and attitudes.) It is not enough to view individuals as

merely “subjects” or even “actors” in society; they must be “players”

if the society is to be performed and the performances to succeed and

thus to recreate the impetus for the continuation of the society—of the

ruling serious game.

To say that serious game theory asserts that a society is a

serious game is an oversimplification of the concepts of “society” and


of “game,” although this might have once been true in very small,

isolated societies. It is more accurate to say that a society (the

nation/state) maintains a ruling serious game, which encompasses its

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

forms of legitimation and which contain one or more (and possibly

many) major sub-games that define domains of action such as the

political and the religious domains. This ruling serious game is

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

approval, ego recognition, etc.); and second, because it enforces its

rules with lethal (or near lethal) means (execution, excommunication,

life imprisonment, etc.).

Actions and Narratives


Publicly observable actions have two general aspects: one, a

performative aspect that shows up in events; and the other, a

conceptual aspect, which gets written down or taped, or, in oral

cultures, gets remembered. A telling of a story or a reading of a text

forms the boundary between these two aspects. This is a “fuzzy”

boundary and it is not all that apparent exactly where concept meets

performance11. The material requirements for performance—those

artistic (visual, audio, kinesthetic, sculptural, etc.), spatial and

architectural, sartorial, tonsorial, gustatory, olfactory, pharmaceutical,


11Wittgenstein’s musings on “games” and on the fuzzy boundaries between action
and concept which games display, are much to the point here. I would like to
introduce the notion of “virtuosity,” as a useful way of describing the zone between
concept (knowledge) and its performance. The advantage of this term is that it
carries meanings of embodied knowledge and the performative display of this. As
Wittgenstein noted about virtuosity (actually about “expert judgements”) is that it is
not governable by a system of rules: “What one acquires [as one becomes a
virtuoso] .. is not a technique; one learns correct judgements. There are also rules,
but they do not form a system, and only experienced people can apply them right.
Unlike calculating-rules” (1958, 227). Virtuosity disambiguates the two main
semantic fields of the term “experience”: the knowledgeable aspect (as in “She is an
experienced artist”) and the performative aspect (as in “the experience of a
concert.”) The virtuoso is a repository of knowledge/performance.
Nations, Places, and Ruling Serious Games II—2

and temporal ingredients of the event—are part of the performance

aspect, are its context, and yet these also contribute to the conceptual

aspect as they engender theories, myths, histories, etc.

While the playing of any game takes on a narrative-like aspect (a

beginning, then some determinate activity, then some closure or

failure to close), and while narrative accounts of games are a part of

the history and thus of the available knowledge about games, it is

important not to confuse the playing of the game with either the act of

writing a narrative description of a game or of reading one. Narrative

accounts of serious games can tell us much about these, however,

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)

A theory of social action cannot rely simply on a narrative

account of the game as it was or is played, but rather on an

examination of the habitus which creates the player, and of the role of

the player as an agent in the creation of habitus. White (1987)

conflated social actions (the playing of serious games) with “lived


12 More precisely, they have not, to date. The role of the “new ethnography” is
to explore ways in which non-discursive knowledge can be discursively described.
Serious game theory will be of certain value here.
Nations, Places, and Ruling Serious Games II—3

narrativizations.” Serious games are certainly lived, but they are only

after the fact rendered as narratives.

The confusion of action with narrative is a hope, often held by

historians or literary theorists; the hope that the story of the game can

substitute for the game as an object of study. This hope is also

expressed by those who wish to describe the nation in terms of its

narrativity. The late A. Bartlett Giamatti (president of Yale University

turned commissioner of baseball) used baseball as a trope in the

national story, :

Baseball is part of America’s plot, part of America’s mysterious, underlying


design—the part in which we all conspire and collude, the plot of the story of
our national life. Our national plot is to be free enough to consent to an order
that will enhance and compound—as it constrains—our freedom. That is our
grounding, our national story, the tale America tells the world... By
repeating again the outline of the American Story, and by placing baseball
within it, we engage the principle of narrative. (1989, 83-84).

Giamatti goes on to remark on the telling of baseball stories, at

“baseball’s second-favorite venue,” the hotel lobby. It is in the telling

of these stories that baseball is transformed into myth. It is in the

move from performance to narrative that the game acquires its time of

“forgetting to remember.” Narrativity is implicated in the imagination

of the game (and of the nation). The deconstruction of narrativity is a

counter-move, a remembering-not-to-forget: that is also its limit.

As Hayden White (1987) noted, the move from game playing to

narrativity does happen in many places. Their stories of their games

and our stories of their games (most ethnographies to date) are thus

deemed commensurable. However, this commensurability takes place

at an innocent, infantile level of practice; it is the sitting around the

campfire, listening to the Wanga-Wanga spin their culture type of

anthropology. No matter how much deconstructive virtuosity one can

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

always concealed elsewhere. Again, let me return to Bourdieu:

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

constrained these actions into coherent system-like patterns, then the

lessons of narratives would suffice as anthropology. The need to go

beyond this type of data in order to determine how the agent knows

“how to go on” (cf. Giddens, 1979, 67; also Wittgenstein 1958) is a

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

this narrative path.

[A foretaste of a problematic to be addressed by this theory: The


ruling serious game has few players and many more pawns—the

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?]

Encounters of the gaming kind

In order to further explore the concepts of attitude and

motivation, we must first expand the description of what a serious

game is, and how this is “played.” The notion of a serious game as it

will be developed below owes much to Erving Goffman’s work on


Nations, Places, and Ruling Serious Games II—2

events that he calls “encounters.” Goffman’s definition of an

encounter begins with a general statement of potential event

sequences:

Encounters. I limit myself to one type of social arrangement that


occurs when persons are in one another’s immediate physical presence, to be
called here an encounter or a focused gathering. For the participants, this
involves: a single visual and cognitive focus of attention; a mutual and
preferential openness to verbal communication; a heightened mutual
relevance of acts; an eye-to-eye ecological huddle that maximizes each
participant’s opportunity to perceive the other participants’ monitoring of
him. Given these communication arrangements, their presence tends to be
acknowledged or ratified through expressive signs, and a “we rationale” is
likely to emerge, that is, a sense of the single act that we are doing together at
the time. Ceremonies of entrance and departure are also likely to be
employed, as are signs acknowledging the initiation and termination of the
encounter or focused gathering as a unit. Whether bracketed by ritual or not,
encounters provide the communication base for a circular flow of feeling
among participants as well as corrective compensation for deviant acts.
Examples of focused gatherings are: a tête-à-tête; a jury
deliberation; a game of cards; a couple dancing; a task jointly pursued by
persons physically close to one another; love-making; boxing.
(Goffman 1961, 17-18, emphasis in the original)

What is important here, rather than a specific list of actions, is

the notion that the encounter creates a boundary, allows participants

to enter this voluntarily, and then facilitates both communication and

ex-communication. What is this boundary condition? How does it

work? To illustrate, he chooses a small, well-defined example, that of

the game of checkers:

Here, games can serve as a starting point. They clearly illustrate


how participants are willing to forswear for the duration of the play any
apparent interest in the esthetic, sentimental, or monetary value of the
equipment employed, adhering to what might be called rules of irrelevance.
For example, it appears that whether checkers are played with bottle tops on
a piece of squared linoleum, with gold figurines on inlaid marble, or with
uniformed men standing on colored flagstones in a specially arranged court
square, the pairs of players can start with the “same” positions, employ the
same sequence of strategic moves and countermoves, and generate the same
contour of excitement.
...Another example of this is seen in “wall games,” wherein school
children, convicts, prisoners of war, or mental patients are ready to redefine
an imprisoning wall as a part of the board that the game is played on, a board
constituted of special rules of play, not bricks and mortar.(ibid, 19-20)
Nations, Places, and Ruling Serious Games II—3

The boundary condition then is a function of these “rules of

irrelevance,” which determine for the duration of the encounter what is

and shall be taken as serious or trivial. In order to maintain these rules

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.

These rules and materials Goffman terms “realized resources” (ibid,

28). (I sometimes call these “technologies of experience.”) There is

thus an economy involved, a marshalling of resources13, and a political

force to regulate this economy, and a judicial authority to resolve

disputes.
Knowing that encounters define and determine attitudes does

not explain why or how its participants allow their attitudes to be so

determined. Why do people enter into these events in the first place?

What is gained? What is the motivation? Goffman, perhaps

reluctantly, posits a type of euphoria. He promotes the notion that

these encounters are internally motivated and thus self replicating. At

the same time, he adds that this sense of euphoria is dependent upon

the reduction of “tension” in the encounter, similar to what Gadamer

sees in his notion of “play:” “Like art, play comes to rest in itself, the

sheer transformation of energy into a structure that ‘absorbs the

player into itself, and thus takes from him the burden of the initiative,

which constitutes the actual strain of existence’”(Gadamer 1985, 94;

reported in States 1988, 126-7). This reduction of tension, of the


13 There are two basic strategies to ensure that all the needed resources are
available within the encounter’s boundaries: the first is to provide a strict definition
of what is needed. This is the rule governing strategy. With this, unavailable
resources are a priorily ruled out of the encounter, and become trivialized. The
second strategy is to expand the boundary and allow for new resources and thus new
rules. This is the rule creating strategy. The former is conservative, and the later
reactionary or progressive.
Nations, Places, and Ruling Serious Games II—4

burden of the strain of existence, requires the “spontaneous

involvement” of the participants:

...Focused gatherings...have unique and significant properties which


a formalistic game-theoretical view of interaction tends to overlook. The
most crucial of these properties, it seems to me, is the organistic
psychobiological nature of spontaneous involvement.(Goffman 1961, 38
emphasis mine)
When an individual becomes engrossed in an activity, whether
shared or not, it is possible for him to become caught up by it, carried away
by it, engrossed in it—to be, as we say, spontaneously involved in it. He
finds it psychologically unnecessary to dwell on anything else...(ibid, 37)
...tension refers...to a sensed discrepancy between the world that
spontaneously becomes real to the individual, or the one he is able to accept
as the current reality, and the one in which he is obliged to dwell. This
concept of tension is crucial to my argument, for I will try to show that just
as the coherence and persistence of a focused gathering depends on
maintaining a boundary, so the integrity of this barrier seems to depend upon
the management of tension.(ibid, 43)

Spontaneous involvement is de facto voluntary, since it depends

upon the participant’s willingness to enter into the encounter as

though it were entirely autotelically motivated, to become engrossed

in it—rather like a “player” gets engrossed in a “game.” Once this

threshold of involvement is met there is then the further possibility of a

reduction of “tension.” The reduction of tension is, however, not

merely a negatively defined experience, but one that Goffman, like

Gadamer, finds to be irresistibly attractive for the participant14.


14 Goffman puts it this way: “We come now to a crucial consideration. The
world made up of objects of our spontaneous involvement and the world carved out
by the encounter’s transformation rules can be congruent, one coinciding perfectly
with the other. In such circumstances, what the individual is obliged to attend to,
and the way in which he is obliged to perceive what is around him, will coincide with
what can and what does become real to him through the natural inclination of his
spontaneous attention. Where this kind of agreement exists I assume—as an
empirical hypothesis—that the participants will feel at ease or natural, in short, that
the interaction will be euphoric for them.
But it is conceivable that the participant’s two possible worlds...may not
coincide... I make a second empirical assumption, that a person who finds himself in
this situation will feel uneasy, bored, or unnatural in the situation, experiencing this
to the degree that he feels committed to maintaining the transformation rules.
Nations, Places, and Ruling Serious Games II—5

The game “succeeds” only as long as it can reduce the tension

between the world it creates and other possible worlds. Success is

predicated first upon the spontaneous involvement of the players.

Without this, the encounter is preempted:

Why should the factor of spontaneous involvement carry so much weight in


the organization of encounters? Some suggestions can be made. A
participant’s spontaneous involvement in the official focus of attention of an
encounter tells others what he is and what his intentions are, adding to the
security of the others in his presence. Further, shared spontaneous
involvement in a mutual activity often brings the sharers into some kind of
exclusive solidarity and permits them to express relatedness, psychic
closeness, and mutual respect; failure to participate with good heart can
therefore express rejection of those present or of the setting. Finally,
spontaneous involvement in the prescribed focus of attention confirms the
reality of the world prescribed by the transformation rules 15 and the unreality
of other potential worlds—and it is upon these confirmations that the stability
of immediate definitions of the situation depends.(Goffman 1961, 40)

A game is tested every time it is played. For the game not to

fail, it must create an imagined “world” (a community and its

technologies of experience), a world that is uniquely right and real for

its players for the duration of its play. This is as true for serious games

as it is for recreational and children’s games. In recreational games,

for example, the play normally reaches a point where the internal risk

of the game ends (when a predetermined score is met, a goal is

achieved, a time limit is accomplished) or else the game is

prematurely terminated when one or more players become weary or

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.

When a game ends, the arbitrariness of the rules and roles

determined by the game’s transformation rules becomes evident and

spontaneous involvement fails. Alternately, when these roles and rules

are seen as arbitrary, spontaneous involvement fails and the game

ends. Spontaneous involvement is predicated upon the attitude of the

player toward the motivation of the game. The player must voluntarily

enter into the game if his involvement is to achieve this spontaneous

quality. External influences need to be filtered and transformed in


such a way that the player becomes engrossed in the play of the game

for its expected duration, otherwise the game has failed.

Motivation

Motivation, as this applies to serious game theory, has one

primary distinguishing feature. It is either autotelic to the action, or

exotelic to it. A theory of autotelic and exotelic motivation has been

developed following the work of Mihaly Csikszentmihalyi at the

University of Chicago (See: Csikszentmihalyi 1975, 1988).

Csikszentmihalyi’s theory makes a distinction between motivations

using the location of the motivation vis à vis the action that results

from the motivation. Autotelic actions are thus internally motivated

(and perceived as such by their participants), and, as we shall see,

voluntarily entered into. This theory dissolves the dichotomy between

play and work found in traditional theories of play such as those found

in Huizinga (1949) and Caillois (1958) and well summarized in Giddens

(1964). These latter theories held only that play, e.g. any “game,” as
Nations, Places, and Ruling Serious Games II—2

opposed to work, was a completely bounded experience, the risks of

which had no effect outside the boundary of the game.

What Csikszentmihalyi (1975) argues is that play is simply any

activity that is internally motivated (hence autotelic). This means that

work (labor) can also be play to the extent that it provides internal

motivation16. The notion of play can thus be applied to a broad array

of actions, and, in fact, to action in general, for any action can be

either autotelic (i.e. play) or exotelic (what should we call this?),

according to the involvement of the individual, that is, to his

perception of the source of the motivation for the action.

Exotelic actions receive their motivation from without, that is,


from goals or sanctions external to the action. The organization of the

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

so it relies on the regulation of her actions. The worker/agent/player is

reduced to the laborer/functional-unit/pawn:

16 What Gorz (1990)—of course after Marx—notes is that factory labor so


alienates the worker from the results of labor that it cannot be knowledgeably
accepted by the worker as autotelic. “The important thing here is that the inert
materiality of the machinery (or the organization which imitates it) affords past
poiesis (dead labour or the organization) a lasting hold over the workers who, in
putting it to use, are forced to serve it. The greater the amount of fixed capital (that
is, of dead labour and dead knowledge) per work station, the more unyielding this
hold. ...‘dead labour’, ‘mind objectified’, comes between the worker and the product
and prevents work being lived as poiesis, as the sovereign action of Man on matter”
(Gorz 1990, 52). This, however, does not prevent an attempt by management to
“sell” labor as play. The worker must remember to forget his alienation for the
poiesis of work-that-is-play, and to regard “dead labor” as play. To the limit that
work is not play, the worker sacrifices his life to “dead labor.” The fiction of the
nobility of work obscures this sacrifice.
Nations, Places, and Ruling Serious Games II—4
As it becomes more complex, the organization of specialized functions, for
the purpose of accomplishing a task which exceeds the comprehension of any
individual, is increasingly unable to rely on the agents’ own motivations for
accomplishing this task. Their favourable disposition, personal capacities and
goodwill are not enough. Their reliability will only be ensured by the formal
codification and regulation of their conduct, their duties and their
relationships. I term functional any conduct which is rationally programmed
to attain results beyond the agents’ comprehension, irrespective of their
intentions. Functionality is a type of rationality which comes from the
outside to the conduct determined and specified for the agent by the
organization in which she or he is subsumed. This conduct is the function
which the agent has to perform unquestioningly. The more it grows, the more
the organization tends to function like a machine. (Gorz 1989, 32)

Gorz’s explication of the term “functionality” (to describe exotelic

actions and organizations) represent a limit both for serious game

theory and for functionalist notions of society. Serious game theory is

centrally concerned with the autotelic actions of “players”.

Functionality describes the exotelic regulation of the actions of

“pawns”. Functionalist social theory (despite its universalist

pretensions) finds its limit in the description of functionality. Within

serious game theory, notions of functionality are useful mainly because

of the presence of pawns within games. Serious game theory also

allows for a further description of autotelic (e.g., embodied) action.

How the Game is Played

Autotelically motivated actions require certain ingredients or

conditions. Internal motivations (and knowledges) can be as diverse as


the actions that spawn them, what they have in common is the fact

that they are autotelic to the action. Only certain varieties of actions

create internal motivations: i.e., there are formal constraints on

games, constraints which the theory of serious games will describe:

“Common to all these forms of autotelic involvement is a matching of

personal skills against a range of physical or symbolic opportunities for

action that represent meaningful challenges to the individual”

(Csikszentmihalyi 1988, 181). And so, performance provides a

differential potential for autotelic motivation depending on the


Nations, Places, and Ruling Serious Games II—2

opportunities for “meaningful challenges” to the participant, and also

depending on how the provided challenges match up with the

participant’s skills and expectations. Because of this differential, an

action, say participation in a collective ceremony, may be autotelic for

one individual and exotelic for his neighbor.

Autotelic motivation creates a particular form of experience.

This experience Csikszentmihalyi calls “flow,” a term derived from a

common element found in many descriptions of it17. According to him,

highly autotelic actions tend to reduce the participant’s awareness of

time and of self. Similarly, the above “encounters” described by

Erving Goffman create the “selective inattention” of concepts such as


time and self:
A visual and cognitive engrossment occurs, with an honest unawareness of
matters other than the activity; what Harry Stack Sullivan called ‘selective
inattention’ occurs, with an effortless dissociation from all other events,
distinguishing this type of unawareness both from suppression and
repression. (Goffman 1961, 38; after Sullivan)

With all this selective inattention, one might be led to suspect that

autotelic actions were confused, random behaviors. Quite the

contrary. These actions involve intense attention to a perceived set of

well defined concepts, rules, and behaviors. Activities such as rock

climbing and performing surgery—both of which have been described

as providing deep flow experiences—require intense attention to

immediate circumstances (Csikszentmihalyi 1975).

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 Mask of Ideology

Many actions seem to be paradoxically autotelic and exotelic.

The paradox is real, for there is always a friction between these types

of motivation. For example, actions that are motivated by coercion

(and are by that exotelic) sometimes also offer the structures of

activity that create the potential for autotelic involvement. [The actual

structure of such an action is that of a sub-game (autotelically

motivated) within a larger game, where the individual is coerced by the

larger game into the performance of the sub-game. More about this

later.] The explanation is a psychological one. The individual actually

forgets (remembers to forget—the game is there to remind him to


remember to forget) the original coercion in favor of participation in

the event for the event’s own sake—just as though his participation

were originally autotelically motivated. Involuntariness gives way to

voluntary participation18. The notion of voluntariness is itself

problematized, since both a positive goal direction and a negative

punishment can be seen as forms of coercion. This describes a

primary effect of institutions that provide autotelic experiences for

ideological ends: these experiences mask other, exotelic factors.

A horrorific and extreme example of this comes from a study of

prisoners (and from his own experiences) in Nazi concentration camps

by Bruno Bettelheim. Bettelheim (1960) writes that the result of the

involvement of the prisoner in the event of his own imprisonment and

18 Weeden describes this process in terms of the formation of the engendered


subject: “The crucial point for the moment is that in taking on a subject position, the
individual assumes that she is the author of the ideology or discourse she is
speaking. She speaks or thinks as if she were in control of meaning. She ‘imagines’
that she is indeed the type of subject which humanism proposes—rational, unified,
the source rather than the effect of language. It is the imaginary quality of the
individual’s identification with a subject position which gives it so much psychological
and emotional force” (1987, 31)
Nations, Places, and Ruling Serious Games II—2

torture, was “a personality structure willing and able to accept SS

values and behavior as its own.” (169 [reported in Giddens19, 126]).

What I call “risky games,” (See: below) are another example of the

psychological force of flow experiences. Such games are voluntary

from the start but they engender inherently serious risks to the

participants. From sadomasochism to sky diving, people put

themselves into potentially lethal contexts to create a deep experience

of flow.

Flow creating actions commonly include sequences of events

that: a) engender immediate challenges (risks); b) demand a level of

mental and/or physical participation; and c) reward this participation


with a corresponding level of flow. Thus the effort to meet the

challenges20 provided by the flow event is matched with an immediate

sense of pleasure/satisfaction. Such actions are performed and

19 Giddens (1979) discusses how this engrossment works in the behavior of a


mob, as an example of what he terms “critical situations.” Such situations are
distinguishable as radical disturbances of the “day-to-day life in routine settings”
(123). Following Freud, he points out that these situations trigger a regressive
reidentification with the event (and particularly with leaders in the event). This
regressive form of “object-affiliation” is highly ambivalent, however, as it can rapidly
swing from a positive (and serious) identification to negative (still serious) rejection
(127). Today’s Great Leader is tomorrow’s sacrificial lamb. He then notes that this
scenario is true not only for concentration camps and mobs, but for the
“psychological dynamics of social movements...” (ibid, emphasis in the original.)
Critical situations are thus not extraordinary in their organization, but simply more
pronounced in the contrasts of selective inattention they promote.
20The 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 (Csikszentmihalyi 1975, 138).
Nations, Places, and Ruling Serious Games II—3

repeated in order to achieve and renew this experience. Participation

is its own reward, and performance is the requirement.

Attitude

That such actions always prescribe what must be paid attention

to, and what must not be paid attention to brings us to the role of

attitude in serious game theory, and a major contribution that this

theory makes in articulating the processes of ideology. Attitude, as

this is mapped into the serious game theory, also makes one central

distinction: that of an attitude of seriousness, characterized by careful

attention, and that of triviality, characterized by careful inattention or


denial. Attention is itself a combination of attraction and avoidance;

that is, attention can be defined positively or negatively21.

Sanctions against a behavior or object create attention to its

avoidance. Sanctions are never explicitly applied to what is trivial. As

it is not taken seriously, the trivial cannot be acclaimed as a threat.

We will see, however, that failure to follow any of the games rules—

even by overt attention to triviality—can result in expulsion from the

game—but perhaps in a different manner than an expulsion because of

transgression of an announced sanction. It is perhaps the difference

between insanity and criminality, between the asylum and the prison,

which is a fine difference at that. Attention to the trivial is seen as an

aberrance, rather than a transgression.

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

Games (serious and otherwise, and you can also read

“ideologies” here) demand that we pay attention to what is serious


(S1), and that we treat as serious what we are told to pay attention to

(S2) (note that these are not the same demands). Money and

patriotism are good examples. Money is serious, and as such it


demands our attention (S1). We are also told to be patriotic (S2)—to

pay attention, and to take patriotism seriously: no irony is allowed

among true patriots. Conversely, games demand that we do not pay


attention to what is trivial (T1), and that we treat as trivial what we are

told not to pay attention to (T2) (these are also two quite distinct

demands). The game is stabilized because it offers a maximal flow


experience for those players who voluntarily follow its demands, who

become engrossed in the game and lose whatever external

perspective that might deflect their correct attitude.

Given the basic demands of the game there are four main

attitudinal stances a participant might have toward the serious aspects

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

notice and differentiation. For example, studies of culture have

generally not probed the areas of denial that the culture demands.

These are the various marginal positions heretofore relegated to

footnoted descriptions of deviance and farce. The potential for the

world of the trivial—the locus of resistance to the serious game—to

affect the world of the serious has not been sufficiently explored.

Serious game theory brings this dynamic to the fore (and it will be

further explored below).


When combined with the first four attitudinal stances, attitudes

toward the trivial describe a fairly complex range of possible attitudes

toward any aspect of any possible game. There are thus sixteen basic

stances that an individual might have toward a whole game. It should

be noted that to be a “player” in the pakka sense is only one23 of these

sixteen. This attitude, which I call an attitude of “orthoposture” is also

a factor in the successful completion of the current game encounter,

and in the player’s ability to enter future similar encounters. The

orthopostural attitude is that of spontaneous involvement directed as

what is serious for the game, and an equal neglect of what is trivial

within the game. The central task of ideology is to guarantee the

orthopostural attitude of all its players.

Players, Pawns, and Strangers

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

A player, as Goffman uses the term does not include everyone

physically within the game space (1961, 36). There is another, more

general level of participation open to individuals, that of participant. A

player is a participant who is empowered by the rules of the game to

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.

In order to be empowered as a player, a participant must be

chosen to fill a required game role, and must enter this role with that

attitude of voluntary and spontaneous involvement that was described

above. Because of this, an individual can be a player in only one game


at any time. This is quite important, since (as will be presented below)

some games have hierarchical levels of sub-games. A player in a sub-

game is never simultaneously a player in the larger game.

There are two types of non-player individuals who might also be

within the localized game space, and which I will term the pawn and

the stranger. A pawn, as the term suggests, is really nothing more

than a participant that fills the role of a piece of equipment—a part of

the context—in the play of the game. If this brings to mind regal

levantine chess games where servants are dressed as pieces and

ordered about on a courtyard-sized board, then the notion has been

correctly understood. A stranger is someone who is not involved in the

play of the game, but who finds or puts himself within the physical

context of the game. As a rule, strangers bring dangers, as they tend

to distract players by their unaware, inappropriate behavior or by

suggestions for alternate games.

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

when its players lose their spontaneous involvement in its play.


Nations, Places, and Ruling Serious Games II—3

Certainly, problems with the context of the action, including mistakes

by pawns and distractions of strangers can contribute to a “dis-

engrossment” of the players and the premature end of the current

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

new set of players.

It should also be noted that only the players experience the

euphoria/flow of the game. A corollary to this is that players in sub-

games experience a lower level of flow than players in the main


game24. One possible outcome of this corollary is that players in lower-

level games (who are thus pawns in the higher level games) should be

susceptible to invitations of other, higher-level games that offer deeper

flow opportunities. An example of this is perhaps the lure of the drug

“culture,” or the inducements of religions that promise more attractive


afterlives.

Pawns require no prescribed attitudinal involvement (they

provide docile bodies that serve a functional role), and can be pawns

at different games at the same time. In fact, a player at a sub-game is

simultaneously at most a pawn in the larger game. For example, the

ticket-holding audience of a sporting event are pawns in that they are

allowed into the context of the event only when they agree to a non-

player role. They are not necessarily strangers, however, because

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

pawns can be made to follow the directions of the players, by coercion

if not reward, then they are adequate to their role.

Strangers are essentially non-participants, with no role to fill,

although they may be potential participants in later game activities. A

pawn that abandons his role and is replaced might become a stranger.

Other strangers may actually be players or pawns in other games, the

boundaries of which are intruding into the context of this game. They

may, therefore, not be innocent strangers, but instead, agents of a

foreign game. The anthropologist filming a Trobriand Island rite of

passage is a stranger not to be ignored.

Games and social control

The notion of games with sub-games has interesting extensions

in the ideological characterization of societies. However, a few

preliminary observations are all that can be included in the space of

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

limit the number of players as a strategy to maximize the realizable

resources-per-player, and to reduce indeterminacy in the play of the

game. Remembering that players in a sub-game are at most pawns in

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

restrict access to themselves, and to promote, instead, varieties of

long-duration sub-games. Since any game can potentially engross its

players’ attention, these sub-games are potentially effective in

distracting the attention of pawns who might otherwise disrupt the

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

Externally, this brings up the observation that most of the people

are sacrificing potentially deeper flow experiences in favor of long-term

lower level flow games. Radical changes in game states might

succeed by offering higher levels of flow to more participants. But the

dynamic within the stable periods of a ruling game is for that game to

optimize the flow experiences and the realizable resources for its

players, while promoting other, sub-games to keep its pawns in line.

This dynamic between levels of games provides a perspective on

various aspects of ideological social control. The active presence of

levels of games (always in the plural), informs the creation of game

places. In Foucault’s notion of the “panopticon” the place of the


prisoner (metonymic for the citizen) exhibits the visible/invisible

boundaries that separate the larger game from its sub-game:

...power should be visible and unverifiable. Visible: the inmate will


constantly have before his eyes the tall outline of the central tower from
which he is spied upon. Unverifiable: the inmate must never know whether
he is being looked at at any one moment; but he must be sure that he may
always be so. In order to make the presence or absence of the inspector
unverifiable, so that the prisoners, in their cells, cannot even see a shadow,
Bentham envisaged not only venetian blinds on the windows of the central
observation hall, but, on the inside, partitions that intersected the hall at right
angles and, in order to pass from one quarter to the other, not doors but zig-
zag openings; for the slightest noise, a gleam of light, a brightness in a half-
opened door would betray the presence of the guardian. (201)

The effects of this imbalance of knowledge (and power) while

seemingly total and unrelenting, are also liable to resistance, as long

as there are places where such resistance can be discursively

organized—as long as the panopticon has its own blind spots. The first

step in resistance is always a will to knowledge, not the knowledge of

the guardian’s presence, but of his desires and his game.

Nation/states support state nationalism as a sub-game, the larger

game remains hidden beyond the ken of prisoner/citizen.

Ken and the rim of an activity


Nations, Places, and Ruling Serious Games II—3

Nation spaces and sacred spaces (hierogenous zones) are places

a part (call it a one rim) of which is placed necessarily beyond the

ken26 of the pawn. These places share an essential structural feature

with confidence games and practical jokes: they frame (to use

Goffman’s term) activities that are fabricated in such a fashion as to

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

boundary of the game—a perspective of which is normally assumed to

be included within the subject’s ken—is in this case controlled so as to

be beyond the subject’s ken. Such activities can succeed only by

hiding both certain contents of knowledge (thereby suppressing doubt


in the subject), and by hiding the fact that there is actually a broader

frame to the activity (thereby suppressing suspicion)27.

A sub-game then is a fabrication of the larger game in which the

players of the sub-game are led to believe that they are players in the

larger game. Nationalism is used by members of an interest group to

promote a broad “imagined community” (Anderson 1983) that would

support the social/economic advantages of the interest group.

26Goffman’s use of “ken” implies several related meanings: “1. Perception,


understanding. 2.a. Range of vision. b. view, sight.” The American Heritage
Dictionary of the English Language, 1970. In its spatial role, ken more directly refers
to a range of vision available to a subject of an activity.
27 The minor suppression of doubt and suspicion is more or less implicated in the
maintenance of places generally, simply as an entrance requirement of the activity
that sustains the place. The “mystique” or reputation of any place is liable to doubt
and suspicion. The suppression of doubt and suspicion are, however, central
activities for those places that purport to be national (or hierogenous). The national
place succeeds through a necessary deception. This is accomplished not only
through the alibi of myth, but also through the confidence of rituals which mask their
own arbitrariness through overcoding. Apart from myth and ritual, there are also
other economies involved which help control attitudes and desires.
Nations, Places, and Ruling Serious Games II—4

Nationalism may thus be described as a serious game (in the form of

the nation/state it is the ruling serious game) played by key members

of an interest group. This game includes a wider population of pawns

(members of the imagined community) who identify themselves as

members of this imagined community. The pawns are provided with a

sub-game which creates an autotelic motivation for its own

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

larger game) which enjoys the autotelic (and social/economic) rewards


for their voluntary participation in the larger game.

Obviously, national or sacred games and con games have

features that allow us to distinguish between these activities.

However, one shared feature of these fabricated experiences that they

are normally passed off as unfabricated. The true panoptic

mechanisms are both pervasive and invisible—the subject28 is her own

guardian. But as pawn, she is never the player, for the guardian is

himself a pawn, a function of the machinery. It is in the remembering

to forget that subjugation to the nation is made voluntary, and that

patriotism is substituted for humanity.


28 To endure, fabricated experience must avoid the penetrating gaze of the
subject—and now the reflective gaze of the social scientist. What Foucault (and
Wittgenstein, and Bourdieu, and Goffman, etc.) tell us is that all experience is
fabricated. It is not some reality that is beyond our reach, but rather the rim of our
own experience that escapes us, and is then naturalized as “what qualifies as
reality”. If we are to acquire a ken that no longer admits fabricated experience (if we
are to realize this most modern of mental states, and here Habermas is quite on the
mark), we might also wish to determine whether it is possible to simulate/stimulate
engrossment in activities within an aware and reflexive discourse. Otherwise we will
have succeeded only in removing the body entirely from the structuration of social
experience.
Nations, Places, and Ruling Serious Games II—5

In examining the construction and maintenance of a national

place, we might ask the question: “How is suspicion suppressed?”

Why is this place deemed authentic, and another one a fake? What is

important is to figure out how communities determine “real” national

places from “fake” ones. To understand the circumstances under

which we think things are real, we should look also to those

circumstances which are deemed unreal. This type of hetero-postural

attitude is quite unacceptable for the game. In order to ask these

questions we must accept the role of the stranger, of the player of a

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 role of the player

The actions of players determine the play of the game, and this

determines whether the game will achieve its normative duration and

whether or not it will be played subsequently. The game is thus highly

dependent on the performances of its players (as it is on the

functioning of its pawns but for other reasons). These performances

are in turn dependent on levels of skills and knowledge—on the ability

to approach the challenges of the game without becoming bored or

discouraged. All games, but most particularly serious games, restrict

the role of “playership” to individuals who have possess certain

predesignated qualifications29 (Goffman 1961, 31).


29 While the player might lose his sense of self during the play, his extra-game
identity is a factor in his being chosen to enter this state. In this, the game both
reinforces and abolishes social identity. This accounts, in some part, for the notion of
“communitas” (Turner 1969) found in many games, such as Ndembu festivals. The
contrast between status/role relationships in one game, and those of another, may
be extreme to the point of an actual reversal of roles and status. According to
serious game theory, the optimal flow experience would require that the participants
selectively un-attend to external roles. However, on a non-conscious and most
Nations, Places, and Ruling Serious Games II—3

In order to locate the actual players of the game, one might start

by asking: “Who’s having the most fun here?” Unfortunately, it is not

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

questions lead to the serious game player.

From games we play to games that play us

What do we know so far about serious game theory? 1.) Players

enter the game through a voluntary, spontaneous involvement. 2.)

With an orthopostural attitude players are able to accept the foci of

attention and inattention that the game’s transformation rules require.

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,

and provides them with autotelic, euphoric/flow experiences, which

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.

In short, a game—virtually any game—creates an imagined

world. The game provides all the ingredients, the resources, rules,

histories, challenges, and players needed to complete its expected

duration within a self-defined time and space, a world of its own

making which systematically neglects alternative worlds.


Nations, Places, and Ruling Serious Games II—3

The nation game is good example:

Finally, it [the nation] is imagined as a community, because, regardless of the


actual inequality and exploitation that may prevail in each, the nation is
always conceived as a deep, horizontal comradeship. Ultimately it is this
fraternity that makes it possible, over the past two centuries, for so many
millions of people, not so much to kill, as willingly to die for such limited
imaginings.
These deaths bring us abruptly face to face with the central problem posed by
nationalism: what makes the shrunken imaginings of recent history (scarcely
more than two centuries) generate such colossal sacrifices? I believe that the
beginnings of an answer lie in the cultural roots of nationalism.
(Anderson, 9)

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.

There are, of course, differences between creating an entire


“nation” and creating a recreational game (such as, say, basketball),

but these differences are all within a typology of possible games,

rather than between something “serious-and-a-non-game” and

something “non-serious-and-a-game.” Games are quite enough.

Between the trivial game and the inherently serious30 game there is

only a distance of attitude and of scope. As will be shown below this

distance can be crossed and even reversed with astonishing quickness.

In any game, the world created by this game is continually tested

in the process of playing it. If the game does not play, if the action (in

either its conceptual or performative aspects) fails, the player(s) may

cease to voluntarily continue his/her/their role(s) and the game may

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

end prematurely. In any game, from tiddly-winks to thermo-nuclear

war, action is determined first by the selection of players, by their

motivations, attitudes, and then by their play of the game.

The nation is necessarily a game as it must select and attract its

“players” into its self-defined boundaries, where, by selective

inattention, they are able to become engrossed in their nationalism

and to identify themselves (regressively, if you are a Freudian, but in

any case voluntarily at some level) with the roles their nation

establishes for them and through this engrossment and the lack of

tension, they achieve a euphoria, an experience of flow that makes the

world “worthwhile” of itself.

Maps of desire

From here it remains to look at some “real world” activities and

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

of Max Weber, proposed that his theory of encounters (part of what I

call “games”) might well be expanded into “serious areas of life”:

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 processes of socialization belong to long duration games

that use rules to describe and enforce selective inattention, particularly

in its use of discipline on affective display (ibid, 25). Every social

encounter includes demands on the attention of its participants, now-


Nations, Places, and Ruling Serious Games II—2

familiar demands concerning what is to be considered seriously and

what is to be considered as trivial—that is, not to be considered at all.

The notion that some games are inherently serious, should not

be confused with any notion that a game might provide access to

“universal truths.” Games that control the survival needs of

individuals, that include the resources necessary for these needs

within their own realized resources, are inherently serious because the

risks that they engender, the challenges they provide, coincide with

the process of psychobiological survival of these individuals. It is

possible to classify games according to the overlap between their

boundaries (and also their localized resources) and those of the needs,
desires, and obsessions of their participants.

Various configurations of human needs have been advanced, one

of these is found in A. H. Maslow (1954). He presented a hierarchy of

need levels. This type of scheme, however, allows that “primitive”

societies are still grappling with lower level needs, while more

“modern” societies have met these and are facing the higher level

needs. The notion of a hierarchy is perhaps not a useful one, however,

the schema of four types of needs—biological, safety, group, and ego—

seem fairly comprehensive. In serious game theory, these form the

area where inherently serious games are found (See: Figure 1,

preceding the bibliography).

Inside the area of survival need there are two more areas: the

area of desire, and that of obsession. In these areas, the material

requirements of the survival need area are transformed by other

technologies of experience into harmless or harmful “playthings”. The

preparation of food required for survival is transformed into the art of

cuisine in the area of desire, and eating into an obsessive game by

gluttony as well as by abstinence or anorexia. A similar process occurs


Nations, Places, and Ruling Serious Games II—3

with sex. Copulation for reproduction becomes recreational sex in the

area of desire, or an obsession in the games of nymphomaniacs or

celibates. Sex is overlaid with an economy of desire, with a sexuality

(cf. Foucault 1990).

The area of desire is where trivial games are played. The

failure of a trivial game has no effect on the survival needs of the

individual, but rather on the immediate consumption of desire. The

area of obsession is that area where trivial games become risky

again. In this area, both failure and prolonged success may present a

risk to the psychobiological status of the individual. The area of need

is normally defined and bounded by the ruling serious game. It forms


the outer boundary of this game. All games external to this are

considered trivial unless they overlap this boundary. The boundaries

between needs and desires and obsessions are also determined by this

game. (See: figure 2, preceding the bibliography). The determination

of what constitutes a need vis à vis a desire vis à vis an obsession

varies between ruling serious games.

When a serious game overlaps a basic human need, it still

creates its own common-sense rules about this need. Needs, even the

most basic ones, are defined arbitrarily within the game. A well-

documented example for this is the creation of rules about foods:

rules that tell not only what can and cannot be eaten safely, but what

types of nourishment are important, and how food resources are to be

handled to assure continuing supplies. While an argument can be

made that certain substances (cotton balls, say, or gravel) offer no

possible nourishment even though they might be consumable, the

range of cuisines, each with its own prescribed foods, around the

planet is quite remarkable31.


31 Again it is not the purpose of serious game theory to determine a complete
classification of possible ruling serious games. What the serious game theory
Nations, Places, and Ruling Serious Games II—4

The idea here is that even when a serious game controls one or

more basic human need(s), it arbitrarily defines—within some rather

broad psychobiologically based parameters—that need for its players

and it backs this up with types of internal legitimation that have

previously been called ideological or religious or simply mythological.

What is more difficult for a game to determine and control are the risks

involved in participation.

Risk and performance

The perception of risk is an integral factor in all games. Since

games must provide a suitable challenge in order to generate the


experience of flow, every performance involves risk. Risk is a dynamic

property of games, since it responds to the skills of the participants,

and to their history of performance. For example a long game must

provide challenges over the lifespan of the player, while short games

must be able to match improved skill levels with greater challenges.

The primary notion of risk in the theory of serious games equates risk

to the challenge provided by the performance.

A corollary to this notion is that of ritual as action in the

performance that controls risk (See: Staal). Certain non-risky actions

in the performance must happen so that other, risky actions can occur.

This thread of non-risky action extends from the starting ceremony to

the normative end of the game. It represents the fixed context that

the technologies of experience have determined is necessary to

support the challenge of the performance. In a basketball game, these

rituals include (not exclusively) the arrangement of the court, the

properties of the ball, the keeping of the time, and the notion of a

“foul.” Games protect their boundaries by ritualizing actions that

might threaten these. In serious game theory, ritual represents action


Nations, Places, and Ruling Serious Games II—2

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

or even its players.

Of course, the reduction of risk at the level of the game cannot

fully reduce risks to the game itself, to its completion and renewal.

There is a “meta-risk” that even ritual cannot preempt. As Sophia

Morgan pointed out:

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).

A game forces the proper attitude of attention on its participants and


rewards this with the promise of flow experiences. Yet the game is

thereby vulnerable to changes in attitude. The most serious ruling

serious game is undone when its players cease to take it seriously.


Nations, Places, and Ruling Serious Games III—1

“Before its birth, the Nation is present as a


superego voice charging the Convention with
the task of giving birth to it. Lefort is quite
justified in designating this condition by the term
“fantasy”.” (Zizek, 1991, 262)

“What made the new Soviet situation so easy to


miss was the phenomenon of double
bookkeeping characteristic of authoritarian
regimes: the same people would be the loyal
servants of Brezhnev’s “stagnation” in their
public lives and increasingly deviant in their
private lives. ”(Hoffman, 18)

“Students started it. Small groups of them had


been active for at least a year before. They
edited faculty magazines. They organized
discussion clubs. They worked on the borderline
between official and unofficial life. Many had
contact with the opposition, all read
samizdat...But they also worked through the
official youth organization, the SSM.” (Ash, 42)

Part Three:
In the realm of the Trivial

Trivium redux

This is a story of the twin (triplets actually, since the serious

realm has a double nature) worlds that determine the course of human

thought and action. Every game, it seems, creates not just one world,

but three. The boundaries between these worlds are as fluid as

attitudes, and just as certain. As attitude is also the barrier between

belief and skepticism, commitment and apathy, so attitude also

determines our stance toward the triple worlds engendered by serious

games. Such attitudinal boundaries are drawn and redrawn during the

course of each of our lives.

The world of the trivial exists within every game, invisible to the

serious discourse of that game because its profound neglect is a basic

part of that discourse. Yet inside inflatable shoes of the part-time

campus (office, sidewalk...) clown wiggle the same toes that can also
Nations, Places, and Ruling Serious Games III—2

press the pedals of power. A preliminary result of serious game theory

is a validation, or even a valorization, of the trivial, of the mostly

unwritten world of the contra-serious.

On its part, society tells us what to take seriously. By this it also

tells us what to neglect. What is neglected on the level of the serious

is invariably pursued on the level of the trivial. It is here, where the

socio-cultural structures need not be followed, where all the rules are

subject to modification, that culture reinvents itself.

In the world of the trivial all socio-cultural changes, great or

small, have their unrecorded beginnings. Curious theories that were

bandied around over drinks, utopian novels read on vacations, video


poetics and marginal art: The trivial escapes by definition the ruling

discourse. That is its power. Here is where the unplotted future

creates its own history, writes its myths. Subversion, progress,

decline: the changes that force great religions into hasty conclaves

and governments into exile belong first to those games that people

enter without notice, without risk.

The irony is that the ruling serious game creates a world of the

trivial by its rules of systematic neglect (by denying attention to this

world). Out of this world will come new games to challenge the ruling

game. The study of this process is, however, made problematical by a

gross imbalance of evidence. The ruling serious game controls the

serious discourse of the society (what gets written down or

remembered), defining itself, reinventing its history, and

systematically neglecting various ideas and actions which then

constitute, in a mostly ad hoc manner, the world of the trivial.

In the course of a change from one serious game to another,

aspects of the previous serious game become trivialized, and these

quickly drop out of the ruling discourse, to be replaced by other


Nations, Places, and Ruling Serious Games III—3

aspects that were formerly trivial, and which occur in the discourse

almost as revelations, astonishingly important, carrying their new-

found seriousness on their sleeve. Often the new serious game

contains dramatic reversals, rituals and meanings turned upside down.

The question is then begged: how can people change so radically?

How can they live with such inconsistency? Without being facetious,

the answer is, of course, they just do not take the change seriously.

Visible rapid, radical change in a serious game is not what it

looks like from the outside at the level of the serious discourse. The

changes at this level can appear to be extremely abrupt, but the

evidence of this change at the serious game level is actually preceded


by a longer period in which a number of potential changes have

matured on the trivial level and, simultaneously, in which a number of

the players of the game have ceased to play certain parts of the game

as serious. This internal breakdown not only precedes but precipitates

the eventual change, as the game cannot proceed for long without

controlling those aspects that it describes as serious.

Change in any serious game is thus a stocastically organized

(that is disorganized) threshold event in which neither the threshold

nor the outcome can be predicted. After the event, the new serious

state is quickly reinforced by a new myth/history, and the abrogated,

now-trivial, aspects of the game disappear from the ruling discourse.

(The inflatable shoe is now on the other foot, so to speak.) The result

is, from the outside, a sometimes radical disruption in the game

state32. From the inside, however, as new myths quickly and

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

mostly imperceptible to those who still (figuratively or literally) keep

their heads. Continuity is reestablished, and, where the old game

cannot be banished to the world of the trivial, it is displayed in

pageants or in museums as a nostalgic curiosity.

The Trialectic

The process of cultural change—now recognized as a disjunction

in game states—cannot be characterized as a positivist, Hegelian or

Marxist (or even hermeneutical, in Gadamer’s spiral notion) dialectic,

but a tension between serious and trivial games: most interestingly,


between serious games taken trivially and trivial games taken

seriously33. For this reason, I will disambiguate this process from that

of dialectic by coining a new term: “trialectic.”

A trialectic is a process whereby any serious game is abandoned

in favor of another serious game. This process requires the positing of

two levels of participation, the serious level and trivial level. The

governing process of the trialectic is not that of one serious game

(thesis/tradition) confronted by another serious game

(antithesis/avant-garde) resulting in a third serious game


disappeared from the ruling discourse, and what is now, and seems to be embedded
in history and myth within the ruling discourse. All games are new games. As was
discussed above, however, games that occupy the serious need-space of human
action tend to appear perennial, in that they must answer needs determined by
psychobiological entities, humans; needs that have not themselves changed—
although their definitions might have—much in the last several thousand years.
33 Without undo prolixity, it might be worth repeating that all games are serious
internally. When a trivial game is played, it presents itself as serious and demands
the same spontaneous engrossment and rules of irrelevance as inherently serious
games. Since an individual can only be a player in one game at a time, he must
abandon, temporarily, his role in the serious game in order to play the trivial game.
The king that plays hop-scotch with his daughter is at that moment performatively a
hop-scotch player and not a king.
Nations, Places, and Ruling Serious Games III—2

(synthesis/revolution), but rather the resonance between a serious

game—with both traditional and avant garde components—and any

number of trivial games that it engenders, which eventually coalesce

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

they are abandoned. They cease to be taken seriously34.

This subversion of the serious by the trivial is categorically

paradoxical. Thus the trialectic can only fail in providing a systematic

explanation of the processes involved. Because this failure is

guaranteed by the object of study (socio-cultural forms and processes),

the trialectic still succeeds in providing an understanding of the object.


That this understanding falls short of systematicity35 means simply

that it will not attempt to provide system where this is not evidenced.

Where a game is subject to change, however, the process of the

trialectic comes to the fore, and explanation must give way to paradox

and irony. Here is where understanding does not lead to explanation,

but rather to a simple awareness and perhaps to wonder, or maybe

laughter.

Because the ground of change is continuous and contiguous with

any game—all games change—the trialectic must be seen as a

necessary aspect of the game (particularly on its defenses and

reactions against change), and thus a necessary component of any

game study. In fact, many (maybe most) of the systemizing features

34 Games of change internally, of course, and these changes generally reflect an


awareness of the trivial, of the possibilities being created outside the realm of the
serious. Reform may preempt the trialectic process, or merely delay this.
35 There is plenty of systematicity in the organization of serious games. Here is
where descriptions of functions and structures come into play, and where
phenomenology and hermeneutics are of value. Descriptions of games as they are
constituted and interpreted are equally as important for the study of serious games
as they were for world views, religions, etc.
Nations, Places, and Ruling Serious Games III—3

of serious games—particularly their over-coded ritual or mythological

contents—are needed only as strategies against the trialectic

processes of change. (The recourses to systematic ritualization, the

over-coding of legitimacy, may be primarily defences against the

trialectic.) For this reason it makes little sense for any description of a

serious game to exclude the trialectic simply because it falls outside

the domain of the methods of systematic explanation (i.e. to attempt a

description of a serious game within the limits of reason alone), or,

conversely, to attempt to systemize the trialectic. The trialectic

process disappears under either method.

“Only a Game...”

There are many types of objections to serious game theory.

These include (not exclusively): the objection that this theory

“reduces” objective truth to culturally mediated “truth”—to alibi (let’s

call this is the theological objection); the objection that this theory is

too “powerful,” since it admittedly creates a level of perception not

available to members of the nations and societies it describes (this is

the social-empirical objection); the objection that this theory reduces

the agencies and institutions of society to a level of games (the “mere”

game objection); and, the objection that this theory denies any praxis

for positive cultural change (the petulant avant garde objection). Like

a good theory, this one has its own defenses.

To the first objection, it is noted that “objective truth” has not

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

efforts to establish that an objective universal truth does exist (futile

games have long been played) but it resists the notion that previous or

current ruling serious games are based on such adamantine ground.


Nations, Places, and Ruling Serious Games III—2

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,

just as phonology requires the positing of a phonetic level unavailable

to speakers of the language (and yet none the less undeniable as a

tool for inquiry into phonology, so too semiology requires the positing

of a “semetic” [semEEtik] level in order to approach the organization of

meanings. This is quite in line with current semiotic theories (cf.

Barthes, Lakoff and Johnson). The fact that speakers of a language

cannot normally explain how their language works (but are curiously
adept at its use) has not stopped linguistics from seeking such an

explanation. Furthermore, that the game of serious game theory

grants itself a privileged position is both acknowledged and hedged.

The hedge is this: serious game theory is only relatively privileged, in

that it provides a level of awareness (not approaching explanation)

over the trialectic processes of other games. It is unable to do this for

itself, however, and awaits with trepidation the time when some

unremarkable undergraduate at some unremarkable university will spit

out the notion at a department seminar that will lead to a new game

theory.

To the objection that this theory also reduces very serious

actions and contexts to the “level of games” is met by an expanded

notion of the word “game” which encompasses more “serious” actions

on battlefields or in corporate board rooms as well as the “trivial”

actions on ballfields or in cruiseship card rooms. Serious game theory

provides a unified theory of human action without postulating an a

priori privilege for either “trivial” (e.g. festival) events or “serious” (e.g.

“real-world”) events. Within certain bounds what is then serious or


Nations, Places, and Ruling Serious Games III—3

trivial is totally determined by the game itself. There is no a priori

absolute or universal measure of seriousness, or truth, as this is

commonly described. There are only differentially successful lies

about what is serious and what is not.

Finally, to the petulant avant garde (cf. Calinescu, Jameson,

Habermas 1981), who look to influence the trialectic through radical

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

strategies of the avant garde (however, this has nothing to do with

reasonability as a metaphorical construct that has had profound


influence over the types of new games that have been created in the

last five hundred years).

Serious game theory suggests that real subversion takes place

on the level of the trivial, that social change occurs when those

aspects of society that society takes seriously (its myths) are subject to

the trialectic process—a process that has no overt leaders or followers

and no defensible agenda, no counter-culture, no planned covert

actions. And so, a particular culture change cannot be orchestrated,

the trialectic process cannot be aimed at anything specifically; the

trialectic process of cultural change can, however, be generally

nourished by encouraging the venues where trivial actions take place,

where farce and fantasy are encouraged. Amateur theatres, dark

cafés, underground presses, rock and roll concerts, back alleyways,

pirate radio stations, street festivals, costume parties, dorm rooms,

circus side shows, church socials, office parties, universities (ideally):

wherever people meet, and whatever they do and communicate

outside the panoptic scope of the ruling serious game, will feed the

trialectic process. Conversely, the threat of trialectic change is best


Nations, Places, and Ruling Serious Games III—4

preempted by controlling these same venues, by colonizing the world

of the trivial. In short, if the revolution is to come (and who knows

where this will take us) the coffee shop must be recaptured from the

avant garde, who take it all too seriously, and preserved as a

sanctuary for the trivial.

By proposing this indeterminacy, the theory of serious games

comes up against a dilemma it cannot escape: it proffers a

performative aspect of social action that cannot be reduced to this

society’s conceptual aspect. In fact, performance cannot be properly

conceptualized at all; there is no transcendent perspective on it. The

depths of thick description lead us rapidly away from rational


descriptions into darkly poetic limit at the edge of language, or, as

Bataille might argue, beyond. Is there a reliable method that can

transpose this type of performance into descriptive prose?

End play

By now it is clear that serious game theory makes a lot of

promises (and that this paper has assumed monographical—if not

manifestoed—proportions). It retains as many lose ends as a plate of

linguine. By conjoining knowledgeability and attitude with action,

suddenly the performative surface of action becomes available again

as an object of study. The original promise of the study of social action

can be expanded to represent all game performances, and

performance, all action. At the same time, these are relinked with the

semantics of action, with meanings and narrativities that have become

serious or trivial in the process of game-making.

The study of social actions as serious games can now explore

their performative and semantic aspects and determine the alibis that

keep these (and us) holding on to each other’s noses.


Nations, Places, and Ruling Serious Games III—3
Nations, Places, and Ruling Serious Games 1

Figure 1
Nations, Places, and Ruling Serious Games 3

Figure 2
Nations, Places, and Ruling Serious Games 5

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Nations, Places, and Ruling Serious Games 1

After-words

Games and the study of place

Time and Space

All games, serious and trivial, have expected durations. They

can, therefore, be distinguished according to this feature. Most trivial

games, such as recreations like baseball or chess, occur in one day.

Let’s call these “short games.” Serious games are often meant to

endure throughout the lifetimes of their players. These might be called

“long games.” Some apparently short games (such as festivals)

actually reoccur at set intervals (yearly, say) throughout the lives of


their players and should better be classified as “intermittent long

games.” Other games have no pre-set duration, merely thresholds

where the challenge of the action or the realized resources no longer

maintains them. Warfare is such a game. These are perhaps “open

ended games.36” What should be remembered is that a game must

provide all the resources needed to sustain its action throughout its

expected duration, and that the longer the game, the more there arise

possibilities for players to lose their spontaneous involvement and to

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.

All games have some way to mark their beginnings. There is

always some action that signals the start of the game, or the

introduction of a new player. Short games also have endings, while

long games simply outlast their players. Intermittent long games have

36 This scheme is also perhaps open-ended. Serious game theory is less


interested in providing an exhaustive typology of possible game types than it is in
sketching the bare outline of their normative form. So this is enough typology for
now.
Nations, Places, and Ruling Serious Games 2

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

provide all the time needed for its proper play.

A player in a long game may, and probably will, become a player

in a succession of short games. However, since an individual can be a

player in only one game at a time, he must abandon his role as a

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 as long as it is remembered that a player at a sub level is at

most a pawn in a higher level game.

Games also keep a sense of place. They define the loci of their

action. Serious games create serious boundaries. Players and pawns

confine their attentions within these boundaries, and even boundary

infractions by strangers might result in their expulsion from the game

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

expand its borders. (See After-Words below for a discussion on the

study of game places.)

Technologies of Experience

The creation of game-space and game-time occurs on the

conceptual as well as the performative surface. The histories and the

lore of these are all part of the game. If this paper tends to dwell on

the performative side of serious games, it is not because the

conceptual side is lacking in form or features, but rather because

serious game theory has more profound implications on the study of

performance than it does on that of ideas. Most importantly, this


theory permits an examination of both of these aspects under the

condition that they do not transparently reflect each other. What the

two aspects exhibit in concert is a culture created and invested with

serious ideas and performances, with trivial ideas and performances,

and with the inevitability of change.

To create and repeat specific performances, what I call

technologies of experience are devised and maintained at the

performative and the conceptual aspects of action. These, 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

material requirements of the habitus, along with the knoweldge of their

making and their wielding. Technologies of experience supply all the

ingredients of the action and its required context. These inform the

experience of the action during its performance. The material

ingredients of modern ruling serious games include the normalizing

institutions, the schools and hospitals, as well as military and police

institutions and their instrumentalities. These are games with deadly


Nations, Places, and Ruling Serious Games 2

intent. What do ruling serious games look like, and how do they

operate?

Games and boundaries

The boundary of a game (of a festival, a city, a nation) is

fabricated as “an analytical category that itself is part of the social

dynamic of that place” (Murphy, 1991, 29). If the ethnographer does

not problematize the place as displayed in the practitioner’s map,

place disappears as an object of study, and is simply reified in any


subsequent analysis (ibid., 26). Each game contains a logic of

performance, a habitus which needs to be studied on its own terms.


We cannot assume that maps drawn from inside different games are

liable to comparison, nor that comparison will reveal some universal

logic. In fact, the enterprise of comparison is wholly inadequate for the

task at hand. Instead of comparing “their” maps with “our” maps, we

should use their maps to reveal the spatial logic of those places

deemed serious and trivial to their game, and use their logic to

deconstruct the naturalness of our own logic of place.

The game realm

Erving Goffman (1984) used the term “realm” to signify “the

meaningful universe sustained by [an] activity.” The process of the

“framing of experience”, which he described in careful detail, acquires

its geographical extension in the notion of “the realm” (26). Let me

propose that his notion of “realm” can be translated in its geographical

extension to mean “place”. Geographically speaking, place means

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

of pre-transformed vicinities we can call “spaces”.

That places can be separated from spaces they “occupy” is an

essential notion for social geography. The transformation of spaces

into places is the very process which interests many social theorists

today. How locales acquire and maintain “place-ness” is deemed

integral to social integration, and such processes have finally been

acknowledged as central to social theory and ethnographic practice.

At the same time, one characteristic of places is that these have

tended to be tied to locales39. The locale is the extended place of the

game, it contains all the localized resources for the game.


The difference between maps of such a place40, and, say a

topographic map of the corresponding space is not only, or even

importantly, a question of a simple transformation of scale, or

projection, or perspective, or accuracy. It is also important that this

difference is also not that between a “mental or subjective map,” of a

place, compared to its “actual physical” representation. The difference

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

of an activity when meanings internal to the activity “re-place”

meanings that hold outside (or before or after) the activity. Places are

event-full, they are locii of repeated practices. They acquire meanings

during these practices.41

To study a place

The point here is that the need for engrossment presents a

limitation on the study of places in that their meaningfulness is

acquired partially through the engrossment of the practitioner and is

thus accessible in a reliable manner only during the activity. The study

of their maps requires an ethnographic exploration of the activities


that use these maps.

The necessity of the ethnographic moment in no way lessens the

need for a history of maps, of places, or of realms. Again, things aren’t

so simple; There are answers to questions that can mainly be sought

during activity when the logic of the realm of the activity is in place.

The same question asked outside of the activity—in another realm—

will generate a different answer. At the same time, activities not only

create realms of meaning, but also institutions, communities of

participants (and outcastes), texts, and histories. These become

resources that are recursively used in the continuation of the activity.

Of course they must be explored. What is also implied in the need for

an ethnographic moment is an experiential realist semantics of place

(cf Lakoff, 1987), one that ties this study to bodily activities and thus to

an ethnography of these activities. Such a semantics might acquire

the label post-(or late) modern, for it challenges modes of

categorization (such as subjective/objective) implicit in most modern


41What are those questions that can only be answered by the practitioner while
engrossed in the practice? How are these properly translated into academic prose?
The difficulties of the “new ethnography” are inescapable in this project.
Nations, Places, and Ruling Serious Games 2

types of discourse. Whatever position these new semantic theories

achieve in relation to modern intellectual thought, they are quite useful

for interpretive ethnography, and also for the task of creating of maps

of places.

In the course of modernity one might note a shift away from

maps that acquire meaningfulness during an activity, that inform and

are completed through the activity, to a type of map that can be

created and then interpreted without the experience or memory of

such engrossment. The distinction between maps the interpretation of

which requires a link to engrossment in activities and those that do not

is, of course, determined by this feature of the realms/places the maps


describe. As modernity is bound up in the devaluation of

knowledge/meaning tied to bodily activities (in favor of disembedded

meanings, rational discourses, experimental reasoning, etc.) there is a

corresponding devaluation in the production and interpretation of

maps of such realms (in favor of maps of spaces, satellite images,

topographical representations, etc.). The field of hyper-locality

emerges in the vacuity of de-activated places. Once the activities that

sustained these places disappear, there is no place left to “save,” no

“there” there to take away. The task facing the ethnographer is thus

two-fold; to acquire knowledge of a place (as thickly described, to use

Geertz’s term) and also to develop the theoretical and practical means

to map (represent) this place.

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