Games for and against empire

Excerpt from an interesting analysis by Nick Dyer-Witheford:

* Article: Empire@Play: Virtual Games and Global Capitalism. CTheory, May 2009 (with Greig de Peuter)

“We use “Empire” in the sense proposed by Michael Hardt and Antonio Negri to designate a post-Cold War planetary capitalism with “no outside,” but we modulate their account to take greater consideration of the internal frictions wracking this order since the millennium. By Empire, we mean the global capitalist ascendancy of the early twenty-first century, a system administered and policed by a consortium of competitively collaborative states, among whom the US still clings, by virtue of its military might, to an increasingly fragile preeminence. This is a regime of biopower based on corporate exploitation of myriad types of labour, paid and unpaid, for the continuous enrichment of a planetary plutocracy. Empire is an order of extraordinary scope and depth. Yet it also is precarious, flush with power and wealth, yet close to chaos as it confronts a set of interlocking economic, ecological, energy, and epidemiological crises. Its governance is threatened by tensions between a declining US and a rising China which could either result in some super-capitalist accommodation, consolidating Empire, or split it into warring Eastern and Western blocs. Its massive inequalities catalyze resistances from below, some, reactionary and regressive, others, like the global justice and ecological movement, protagonists of a better alternative.

What makes virtual games’ technocultural form exemplary of Empire is their identity with its key means of production, communication and destruction–the digital network. More than any previous media other than the book, virtual play is a direct offshoot of its society’s crucial technology of power. Sprung from the military-industrial matrix that generated the computer and Internet, games are today a test ground for digital innovations and machinic subjectivities: online play worlds incubate artificial intelligences; consoles plug to grid computing systems; games are media of choice for experiments in neurobiological stimulation and brain driven telekinesis. And, once suspect as delinquent time waster, virtual play is increasingly understood by state and corporate managers as training populations for networked work, war and governability.

We examine the relation between games and Empire in terms of the virtual and the actual, conjugating this couplet with intentionally fuzzy logic in two distinct yet overlapping ways. The virtual is the digital, the on-screen world, as opposed to existence “IRL”. But “virtual” also denotes potentiality; the manifold directions in which a given, actual, situation might develop. The technological and ontological virtual are distinct and should never be conflated. But they are related, through the practice of simulation. Computers create potential universes. They model, dynamically, what might be. Such simulation is vital to a power system engaged in the high-risk military, financial and corporate calculus required for globalized control. It is from such simulation that virtual games emerged, broke loose into ludic freedom–only to now be reintegrated into the assemblages of world capital, as a means of inducing the “flexible personality”demanded by digital work, war and markets. Yet this ludic apprenticeship can generate capacities in excess of Empire’s requirements. Just as the eighteenth-century novel was a textual apparatus generating the bourgeois character required by mercantile colonialism (but also capable of criticizing it), and twentieth-century cinema and television were integral to industrial consumerism (yet screened some of its darkest depictions), so, we suggest, virtual games are the exemplary media producing subjects for twenty-first century global hyper-capitalism but also, perhaps, of exodus from it.”

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