“Injustice” (beneath the 4th St. bridge)
“As we have already seen in the case of the word free, words which had once borne a heretical meaning were sometimes retained for the sake of convenience, but only with the undesirable meanings purged out of them. Countless other words such as honour, justice, morality, internationalism, democracy, science, and religion had simply ceased to exist. A few blanket words covered them, and, in covering them, abolished them. All words grouping themselves round the concepts of liberty and equality, for instance, were contained in the single word crimethink, while all words grouping themselves round the concepts of objectivity and rationalism were contained in the single word oldthink. Greater precision would have been dangerous.”
“I never thought we’d have a leader with a combover. I always thought people would sense that the combover subject was covered in shame and that his demand for our pity and tact on behalf of protecting his fantasy of self-completion would interfere with the idealizations through which democratic polities still invest leaders with a larger-than-life resonance. But as the current Big Sovereign intends to know nothing about governing, while bargaining and bullying from the throne of gut justice, his higher law is the lower law. He is unafraid of being a cartoon because cartoon characters never die, they keep going long after mere humans would be destroyed. Already an icon recognizable in silhouette, he and his larger-than-life appetite for outsized greatness can then revitalize an “America” that transcends the democracy of the ordinary that is marked by time and the attrition of life, intimacy, and labor. His energy literally gives life to the fantasy of an outsized life, so “tremendous” it can decree democracy at its scale, in its shadow.”
There’s so much wrong with the videogames industry, and there will always be important work to be done within it. But sometimes, in our attention to urgent matters, we can lose the forest for the trees. The entire enterprise deserves our critical attention. Events like #E32016 (and many other games conferences and events) should remind us that this business exists because it is lucrative to corporations and their subsidiaries & dependents — from media conglomerates to resource extraction firms to hardware manufacturers to startup dev teams and beyond.
Moreover, and perhaps most importantly, we should never forget that this industry, at almost every level, is fundamentally about capturing and holding our attention and playfulness so as to convert them into various forms of capital — and that the preponderance of that capital ends up in the hands of a relative few. Events like #E32016 continue the process of normalizing this kind of capture (and our willing surrender to it).
It’s a dark irony that this supposedly pro-play industry is ultimately about disciplining play, rather than liberating it, by putting play and players into their “proper place” as controllable and measurable commodities. It is about using play to turn a buck or build a brand. Sure, all play is transformative, and all play activities can be understood in one way or another through a lens of “use” — but not all transformation is for the better, and not all uses bear the same relations to justice and equity. If we really want to talk about play and democracy (and take action accordingly), we have to talk about what videogames are, and how, if at all, we might resist this uniquely subtle form of spectacle that seeks to chew up and “monetize” our will-to-play.
TL;DR – the Latin root of the word, “entertain” is “to hold.”