One of the key problems with gaming is that we seriously misunderstand it, seeing it as trivial, as marginal, as time wasting inanity. Yet in terms of financial power it is a bigger industry that music and movies combined, and unlike most other narrative based forms of entertainment, in many cases the game’s users can enter into the game world and influence story and outcome; unlike movies and novels, game texts are not fixed. The space for engagement with text making, world building, and active agency is not only profound but designed into the phenomenon. There are many, many reasons for taking games seriously.
I have worked as an academic in and around forms of popular culture for many years, but gaming hasn’t really been on my radar (the screen was pretty cluttered anyway) except when it intersected with my work in and around play. Of late I have found myself working with students researching aspects of gaming – and so for me, as someone who has been around ideas related to the social meaning of popular culture, this book turned out to be an ideal way into that world. Marijam Did takes through five key areas of work and sets of issues. Starting out with a solid outline of gaming history she takes us into game design including software production, player networks and communities, game impacts, and game hardware manufacture. The key point, the driver of it all, is to open out and show the multiple ways games and gaming are sites of struggle, of contested meaning, of dissent and resistance – alongside, of course, reminding us of all the times they’re not.
While in these discussions there is a tendency, understandable, to focus on independent games, on those that avoid corporate powers and the excesses of patriarchy and imperialism, Did notes these make up such a tiny proportion of games-related revenue and engagement that they barely register – not when a game such as Minecraft can rack up over 70000 years’ worth of playing time in just 4 years, in one country! (And that was before the Covid-19 pandemic.) As a result, Did is more interested in corporate gaming, in the ways players subvert and disrupt expectations, but also in the ways those expectations develop, or are developed, within the industry and its products. Here she points to ways to challenge and begin to recast gaming as an industry, and by implication as a practice.
The closest I get to game practice (aside from the ubiquitous and distracting card games on my laptop, and since the arcade gaming world of Centipede, PacMan and Space Invaders) is when my grandkids and their friends are playing – but I understand issues of game narrative, design and mechanics because although specific to their form videogames are also often narrative based, so there are stories and with characteristics designed to keep us involved. Yet even with this rudimentary knowledge, this kept me engaged, explained the field without leaving me feel like I was being spoken down to (aficionados might have a different response, but then this book probably isn’t for you) and without feeling this is an introduction or a primer.
There seems to be active engagement with debates and disputes in the field, with positions traced and the terms of those debates laid out. There is also a real sense that although effecting change in gaming is a big ask, it is achievable – but more, working with gaming as a part of strategies for change is much more feasible. If you’re interested in why gaming matters (even if only to get a better sense of how and why the political right has been able to use gaming based approach in building their recent success), this is a place to start. Highly recommended.