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Office politics feels like a game because it
involves many unpredictable, intersecting decisions that recombine in complex
ways. Office work often involves strategy and planning, but it all happens behind
the scenes, off the time clock. Attent
puts that work back on the books, but invites rather than hides the social
rules that drive office work.
For example, a group of lower-level workers can
aggregate their attention capital by amassing Serios-filled emails to one
another, whose loot a representative can then use to get attention up the
chain. Attent tightly couples the
workplace and the workplace game, such that "moves" in the game
correspond closely to direct action in the workplace.
The
Grocery Game offers another example of more mundane
performative play. A web-based service provides data on the cheapest goods at
local supermarkets, as well as tips on saving money on groceries through bulk
purchase strategies. The goal of the game is to reduce one's family grocery
costs as much as possible.
Implied sub-goals like turning a $100
grocery bill into a $5 one through extremely efficient uses of coupons and
specials drive competition and community. In The Grocery Game, the act of play, shopping, and saving compress,
such that the first action enacts the latter two. Through very tightly coupled
performative play, Attent and The Grocery Game show how some games
have more in common with doorbells and exit placards than immersive fantasy
worlds.
Tomy's forthcoming Bankquest piggy bank turns The Grocery Game on its head, making the
savings drive the play rather than vice-versa. Bankquest is a piggy bank for kids with a tiny digital role-playing
game built into the front.
Coins dropped into the bank become savings in the
ordinary sense, but they also get translated into currency in the game, which
can be used to buy items like weapons and armor.
Here the performative play is
even more tightly coupled with the action it performs: filling the in-game
wallet simultaneously fills the real one. And kids still get to spend the money
they save.
Performative
Play
Video games often face a challenge: what
does playing a game do to people in the world? In the case of entertainment
games, such a question asks about the effects of violence on players, or about
how players find and evaluate meaning in games.
In training, advertising, and
learning games, the question asks how players take knowledge they learned in a
game and apply it in their daily lives. The motivational (and compulsive)
aspects of games suggest other ways gameplay can influence behavior. But such
matters cover only part of the intersection between our game lives and our
ordinary lives.
In speech, performatives function because
people understand both the meaning of the words they utter and the actions they
cause. Austin
suggests that performatives make conscious actions explicit; this is why making
a promise works. Likewise, in games that feature performative mechanics, the
performance and the play are both known to the player, and their implications
are simultaneous and immediate.
Performativity in discourse produces
action. Performativity in video games couple gameplay to real-world action.
Performative gameplay describes mechanics that change the state of the world
through play actions themselves, rather than by inspiring possible future
actions through coersion or reflection.
But there is an important distinction to
note between performative play and more generic real-world effects. As examples
like Wii Fit and the ESP Game demonstrate, performativity is
a special kind of play that for which outcome alone is an insufficient
criterion. In addition, the player's conscious understanding of the purpose,
effect, and implications of her actions, such that they bear meaning as
cultural conditions, not just instrumental contrivances.
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Pain
Station photo by Ultimaratiopharm, used under Creative Commons license.
Cruel 2 B Kind photo by Kiyash Monsef, used under Creative Commons license.
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Just look at the Exer-gaming sector, Edutainment, and amusement and attraction sectors move establishment immersive and physical game genres. I know its hard for consumer to talk about amusement. Remember the PainStation is now a coin-op release!
Thanks for an interesting article. Something you seem to be getting at towards the end of your article prompted a couple of ideas about gaming and narrative.
Actions you take in the real world impact your relationships with others. They can reveal (or engender) ethical stances, courage, and other character traits. It seems as though the freedom to experiment inherent in play is compromised somewhat in performative play, because of the potential real-world social consequences. Even assuming a play self that is largely anonymous in an online game, there is often opportunity for social feedback through game sites, etc.
Perhaps another sense of 'happiness' (completeness) in performative play might come from a perceived change in the character of the player. This seems to point toward delivering a (Holy Grail?) narrative experience through gameplay. The trick, I suppose, would be to appropriately scaffold the levels of choice, perceived rewards, and real-world risk.