Better Problems
Neoliberalism, Strategic Achronicity, and the Experimental
Games To-Be-Made
doug stark
A review of Patrick Jagoda, Experimental Games: Critique, Play, and Design
in the Age of Gamification (Chicago: University of Chicago Press, 2020).
Cited in the text as EG.
Games saturate our contemporary lifeworld. Entertainment media
often center around games of competition and chance: Reality game
shows test everything from knowledge, physicality, and romantic
compatibility to drag, baking, and topiary in “last one standing”
formats; fictional TV series, novels, and films regularly take games
as a theme or motif;
1
e-sports mark the expansion of sporting spec-
tatorship into virtual worlds. Outside of entertainment, games serve
as military training simulations,
2
metaphors in economic theory,
and a frame for political “races. ” In our day-to-day lives, applica-
tions facilitating exercise, language learning, task management, and
even sleeping adopt the ludic.
3
Simultaneously, both so-called analog
and digital game industries boom. Video games alone reportedly had
2.7 billion players in 2020.
4
qui parle Vol. 30, No. 2, December 2021
doi 10.1215/10418385-9395334 © 2021 Editorial Board, Qui Parle
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