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Game Over

Started by Laura Peterson3 · · 👁 4 views · 28 replies

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Participants Laura Peterson3Ethan Sullivan2Rebecca Garcia2wearycobra74William Gonzalez3Joshua Rivera3brisktiger7Andrew Rogers2mistyfox812mistyscout2placidpuma19wearyhawk222
Laura Peterson3 Laura Peterson3 MemberOP
11 messages
joined Sep 2006
#1 ·
The game is over.

The game is over. It was nothing more than a playground skirmish where children pass around cheap, rudimentary toys that anyone can pick up at a local Walmart. This trend took root in the States during the eighties before migrating to the United Kingdom and spreading across Western Europe; now, it has inevitably swept through Eastern Europe and the rest of the globe.

Play has become an autistic endeavor. You no longer need a solid group of friends, some sidewalk chalk, a rubber ball, or even a simple hoop to engage. Instead, play has morphed into a solitary pursuit—a closed loop between a player and a machine, or a player and a simulated reality that is itself merely a machine. We are looking at products manufactured within the virtual worlds designed by elite software giants. These experiences are engineered by designers, yet the creativity of a child is inevitably stifled within the digital confines of the machine, held hostage by a script dictated by advertising executives, designers, programmers, and the various other promoters of the Market.

It bears a striking resemblance to a professional sport. You have the clearly defined rules, the relentless media coverage, the heavy-hitting advertising campaigns, and the corporate sponsors all lining up. It’s fueled by top-tier results and driven by high-tech, cutting-edge preparation. The entire game is played through the lens of television and the digital expanse of the internet. It is an interconnected, networked phenomenon—standardized and systematic, much like any major league sport.

Play is never truly spontaneous. It exists only within predefined boundaries. A child is essentially self-sufficient, yet when left isolated, their play teaches them a dangerous lesson: that the Machine is omnipotent and that the safest path is simply following instructions. It’s presented as the optimal way to exist. In this scenario, the player becomes entirely passive, incapable of any action that might break free from the rigid framework established by the game designers.

Gaming isn't a social endeavor. In multiplayer online environments, while other participants certainly appear on screen, they function merely as symbolic representations—digital avatars that the player never truly encounters in the physical world. If you stripped away these "other" people, a computer could simulate those virtual characters just as effectively.

Toys aren't cheap. Like any other commodity on the Market, they exist primarily to generate profit through sales. LEGO collections are meticulously themed, offering sets designed to recreate specific scenes from grown-up spectacles—think gas stations, shipyards, space bases, or construction sites. In segments of the Market targeting young girls, this translates to highly stylized, emotionally resonant Barbie figures paired with Ken in countless thematic variations. From this perspective, the experience offered to Players is essentially pre-packaged; it is engineered to provide quick, spectacular gratification, which inherently makes it prone to rapid boredom. It is this very design that ensures such toys are quickly exhausted and discarded once the novelty wears off.

Gaming is nothing more than a sedative. Give a child a Game Boy or an Xbox, and you have a quiet, occupied subject. These complex machines are engineered specifically to overstimulate the visual cortex—that particular sector of the brain responsible for roughly ninety percent of our perception of reality. The young player doesn't escape this trap because of any inherent passion, but simply because the sensory input is relentless; one only needs to feed the machine the right discs to keep the cycle spinning. It is a closed control loop that is notoriously difficult to break, leaving the player to behave like a laboratory rat, endlessly reacting to stimuli harvested from prefabricated, magical worlds.

Play is an inherently solitary endeavor. Today’s children play alone, and through that isolation, they are essentially rehearsing for a life of profound solitude. They are learning that fear of the "Other" is perhaps the most vital emotion they will possess—a necessary tool for their future economic survival. There is no one else out there; there is only the individual and the machine. The tentacles of this vast machine stretch from Wall Street and major credit institutions, through high-tech software giants, all the way down to the gaming consoles and PCs sitting in their bedrooms. That hardware is the interface—the gateway to a controlled, artificial form of play where every single rule has been pre-ordained.

Modernity demands that games be contemporary; anything vintage simply lacks relevance in today's landscape. We have moved away from those old-school formats where outcomes were dictated by the unpredictable whims and shifting intentions of fellow players. Instead, we see the emergence of a player who is conditioned to view the entire world through the lens of an intermediary. To this generation, an experience without a middleman isn't an experience at all, and existence itself becomes unthinkable without a facilitator. This process effectively traps the individual in a state of perpetual existential crisis—one of the fundamental pillars upon which our modern consumer economy is built. Intermediary services are increasingly expensive, and as these fees climb, the game—much like life itself—becomes increasingly "cool."

The game is possessive. In this pathological, predatory relationship, the Machine isolates the child player from their surroundings, claiming them entirely for its own purposes. Status and significance are derived solely from the sheer volume of mediation in our interactions—a process that forces reality to mimic a video game, while the game itself masquerades as reality. Joy is experienced exclusively through manipulation, and the organic bodies of others are viewed consistently as nothing more than an aversion. This is because the organic world is non-symbolic; it is unpleasant, asymmetrical, sweaty, imperfect, and mortal. Symbols, however, are eternal.

The Game is nothing more than a simulation. If you completely suppress interpersonal communication, you invite dysfunction and systemic decay. To prevent this, communication channels toward others must remain ostensibly open—not for connection, but simply to ensure the Player remains an organic vessel for economic function. It keeps the biological component operational. In this context, two primary techniques are used in tandem:
a) reducing the actual substance of communication
cool.gif darkening
In the first instance, communication is throttled by restricting the medium itself—think SMS, chat, and similar digital conduits. In our current era, the sheer volume of open, parallel channels leads to a total degradation of quality, rendering information effectively worthless. Virtual communication has been absorbed into the Game; it is permitted only insofar as it functions as play. It is the preferred pastime of the post-social individual. Rather than engaging with others, the Player retreats into the safety of a console or a chat-box. There is no longer any distinction between real people and the avatars in a symbolic adventure.

The Game is over. The playground is empty, and even the distant shouts of children have faded. There is no sound of a ball hitting a wall; the neighbors can sleep undisturbed, and the peace is kept. Citizens can be tranquil; they can devote themselves entirely to self-optimization. Children will not gather outside, not tomorrow, not the day after, and perhaps never again.

The Game is over. Permanently.

Laura Peterson3
Ethan Sullivan2 Ethan Sullivan2 Member
23 messages
joined Apr 2006
#2 ·
Look, you’re not wrong about the downsides, and I get where you're coming from, but there are definitely some silver linings here too.
There's more to it than just what you mentioned.
Since you're framing this as a sport, you have to acknowledge things like night rewards and the whole concept of team play.
Then there's the social aspect.
In massive multiplayer online games, teamwork and organization are everything—and honestly, you don't see that kind of coordination in
everyday American life anymore. You can't just count on everyone to pull their weight like that out in the real world.
It teaches you how to follow rules.
It helps you master English.
And hey, if you're physically challenged, nobody’s going to care about that in a digital world (call it a little dark humor, but it's true)!
Of course, it isn't like back in my parents' day when life felt a bit more organic.
That's obvious, and that way of living was probably the healthiest way to be.
Besides, there are still kids out there playing soccer in the streets, breaking windows, getting into fights, bullying each other,
or even stealing...
Regarding the chat and the "cool" communication style you're talking about... it doesn't just boil down to that. It actually improves your literacy skills.
The reality is, while we're on the chat, we're playing!

Rebecca Garcia2 Rebecca Garcia2 Member
19 messages
joined Apr 2005
#3 ·
What nonsense, people are still obsessing over the Class of '99.

🙂
wearycobra74 wearycobra74 Active Member
155 messages
joined Jun 2007
#4 ·
Kudos to MC16.

An absolutely brilliant post, I guess.
William Gonzalez3 William Gonzalez3 Regular
276 messages
joined May 2009
#5 ·
The post is interesting, I suppose, but I can’t say I really agree with it.

It feels a bit like arguing that light drugs inevitably lead to heavy addiction—it just isn't necessarily true.

Sure, there are people who will get hooked. There are those who might neglect their actual lives for a virtual one, but they really are in the minority.

And even if they weren't a minority—if they somehow became the majority—what’s the harm in that? Maybe the human population would shrink just a tiny bit, but honestly, we already have more than enough people on this planet anyway.

In any case, I think parents should just focus on encouraging their kids toward healthy activities.
That would probably solve most of the issues.
Of course, for some people, there’s just no saving them—they’ll end up glued to a computer regardless of how much their parents encourage outdoor life—but those individuals would likely struggle with something else entirely.

As for the decline in deep communication and things like that, I don't think games or chat rooms are to blame.
I mean, anyone who actually wants to can engage in long, deep discussions online—though longer doesn't always mean better, since I know plenty of women who can spend hours debating nothing more than a pair of shoes. People often choose not to because they’re afraid they won't have anything meaningful to contribute.
That puts the responsibility on the people who *do* engage in those types of discussions; they shouldn't intimidate newcomers with intense rhetoric, but instead try to foster constructive, substantive dialogue.

Or rather, they should help pull them out of their shells 😬
or maybe just give them the tools to step out of their shells themselves.
That’s what those self-proclaimed philanthropists ought to be doing.
Luckily, I'm no philanthropist—otherwise, I'd probably be expected to do that too.
Joshua Rivera3 Joshua Rivera3 Member
10 messages
joined Aug 2006
#6 ·
Video games and the internet are still pretty fresh, almost like a passing trend for today’s kids given how widespread they've become.
People tend to jump into new things without really seeing where they lead.
I don't see this being a permanent threat to how we relate to one another—even if it's true that kids hang out in person less often these days. I honestly believe people will eventually weigh the pros and cons and figure out a better way to handle all this entertainment.
Thank God we still have sociologists, teachers, child psychologists, and experts looking into these developments to write up new guides on how to raise kids in this era.
At the end of the day, though, it falls on the parents. Every generation has faced its own set of risks. Ultimately, it's the parent who carries the most responsibility to notice what's helping their kid and what's hurting them.
We shouldn't just blame the tech or the market trying to reel them in; it's up to us to decide how much we consume or let our children engage with it.
It isn't a huge deal to just unplug the computer and tuck it away in the basement if you see your kid becoming addicted or antisocial. Then, you just have to encourage them to go out and socialize again.

But I suppose that's actually where the bigger issue lies.

It feels to me like parents are becoming more and more checked out because of the frantic pace of life and all the pressures society puts on them nowadays.
It seems like they've become consumers of their own version of "games." They're constantly competing for career status, a nicer car, the latest iPhone, or having the most successful kids—basically chasing a pile of useless status symbols (which is just an expensive game for adults). Even though it looks like a social game, everyone is really just playing against themselves.
In the middle of all that, there's hardly any time left for quality time with the kids. Most parents are actually relieved when they can just park a child in front of a computer or the TV to get a little peace and quiet. It gives them a chance to focus on themselves and their own little distractions.
wearycobra74 wearycobra74 Active Member
155 messages
joined Jun 2007
#7 ·
William Gonzalez3 said:The post is interesting, though I wouldn't say it holds water.

Maybe try reading him as... It’s just a metaphor.!

Not like an essay, either.
brisktiger7 brisktiger7 Member
37 messages
joined Dec 2005
#8 ·
Back when we were kids, we used to spend all our time playing games involving slingshots, bows, and arrows. It was pretty wild—my neighbor actually ended up taking an air rifle pellet straight to the eye.
wearycobra74 wearycobra74 Active Member
155 messages
joined Jun 2007
#9 ·
And what if the game actually stands for freedom...?
Andrew Rogers2 Andrew Rogers2 Newcomer
4 messages
joined Sep 2006
#10 ·
Absolute freedom—in its purest, most unadulterated sense—has never actually existed ☕

If it did, then just imagine if someone who considered themselves "absolutely free" decided that their newfound liberty required them to fly off the roof of an apartment complex in Chicago...

There will always be certain laws and regulations that leave you with no choice but to submit to them. It becomes difficult to find a logical reason to resist the implementation of more minor regulations that don't demand such strict obedience, yet life tends to be much more orderly and functional if one chooses to follow them...
wearycobra74 wearycobra74 Active Member
155 messages
joined Jun 2007
#11 ·
And what exactly has ever been truly unlimited, in any absolute sense? 😕
mistyfox812 mistyfox812 Regular
295 messages
joined Mar 2004
#12 ·
wearycobra74 said:But what if gaming is actually a symbol for freedom...?

Honestly, gaming totally can be a symbol for people just coming together freely—I actually wrote a little essay about that once. 😁
Plus, plenty of better writers than me have had plenty to say on that exact topic.
MC16 👍 thanks for the text... though I feel like program might actually fit what you're talking about better than game (I mean, "programmed game" sounds like a total oxymoron, since games are inherently free, like wearycobra74 said)... because "program" pulls in stuff like TV (a TV program) or even ideology (a political program)...
Joshua Rivera3 Joshua Rivera3 Member
10 messages
joined Aug 2006
#13 ·
True. It just feels like in this game MC16 is talking about, we aren't actually players—we're just puppets.
mistyscout2 mistyscout2 Active Member
197 messages
joined Feb 2007
#14 ·
nobody and nothing said:MC16 👍 for the wording... though I honestly think the keyword program fits what you're getting at much better than game (besides, "a programmed game" sounds like an oxymoron; games are supposed to be free-form, and as Microsoft says, they are)... because if you use "program," you start drifting into things like TV (a TV program) or even ideology (a political program)...

Thanks for the reminder about the whole "game" aspect. That's really interesting...
It actually sparked a few curious ideas in my head—just some subjective stuff, really. It felt like I was rediscovering old thoughts or maybe just tapping into some Platonic truths; I guess I was just remembering things I’ve always known deep down. Hehe...
mistyscout2 mistyscout2 Active Member
197 messages
joined Feb 2007
#15 ·
GoTo said:But what if gaming is actually a symbol for freedom...?

I’ve always felt that a symbol is usually pretty much dead on its own; it’s really just us people who breathe life into them by attaching all sorts of different meanings and associations to them. To me, gaming feels like something inherently alive—it's dynamic, active, and constantly moving. Because of that, I don't think the act of playing can truly be a symbol, though perhaps the word "play" itself could function as one, almost like a logogram. Or maybe some sort of phantom representation of the experience, or even "play" used in a metaphorical sense, could serve as a symbol. But the actual, physical act of playing? I just don't see it happening, mostly because the nature of play and the nature of symbols are just so fundamentally different. Then again, you could argue for playing with a symbol, but that's a whole different conversation entirely.
mistyscout2 mistyscout2 Active Member
197 messages
joined Feb 2007
#16 ·
MC16, I think I’ve mentioned this once before, but I really feel the need to bring it up again—you might actually find a lot to love in the works of Jean Baudrillard. Reading through your posts, I keep spotting these subtle parallels and similarities between your perspective and his ideas, though I suppose you tend to use a much less perverse and idiosyncratic vocabulary than he does 😁. Plus, let's be honest, Baudrillard was an old pro, being well into his 70s 😉.

On another note, while I see you’re a pretty sharp critic, I can't help but wonder where you find the most vital component—the ALTERNATIVE? Without that, everything feels a bit hollow nowadays 😉.
I'm also curious what constitutes a "real" game for you. Usually, for a game to actually function, it needs some sort of boundaries, right? Like when a little boy and girl play house; they aren't actually going to try and act out adult intimacy in real life. Or if we're playing war, maybe a round of paintball—there have to be rules and frameworks that allow us to do whatever we want, provided we stay within those lines. For instance, the paint isn't real bullets, everyone gets a set number of shots, and so on. If we want to step outside those boundaries, we just start a whole new game
.
Here’s a little something to chew on, too. I remember someone asking—maybe it was you, or maybe someone else, but I have a hunch it was you—"who exists outside the spectacle?". I was brainstorming about all sorts of things the other day and that question popped into my head, leading me to this conclusion: it’s obviously the people who create it. Not the ones keeping it on life support, but the architects. People acting like puppets, sheep, or lemmings by participating in the spectacle—every time they applaud or call in to vote for a contestant on a reality show like Survivor or Big Brother, they’re just feeding the existing system. But to build a system in the first place, you have to be OUTSIDE of it. Don't you think? It’s the same with criticizing a system; you have to step back from it to truly see it. You’ve stepped out, I believe I’ve stepped out, and plenty of people have stepped out. At least mentally (since that’s really the only option unless you decide to go live in a cave somewhere), and I’m talking about a mental departure. Now, here’s the million-dollar question, in the spirit of the spectacle: who created the spectacle? Is it just a natural stage in human evolution (if so, we're doomed 😁), or if it isn't, then who? Some higher intelligence? Sure. But is that intelligence some kind of "human"—and I'm using quotes there because I still cling to terms like "humanity" and "human" before they potentially change forever—corporate-capitalist, greedy entity, or do we need to start factoring in 4D reptilians into the mix? What’s actually real? Where do the lines get drawn? How can we even tell what is and what isn't? Do we even have reliable ways to know? Just some open questions for you... 😉
Laura Peterson3 Laura Peterson3 MemberOP
11 messages
joined Sep 2006
#17 ·
Mark

An excellent piece. In any case, I find your log quite agreeable—it maintains a certain tranquility and lacks unnecessary aggression.

absolutely nobody said:Gaming can truly serve as a symbol for free human interaction; I once penned a brief essay on that very notion. 😁
Even more profound authors have offered insights regarding this subject.
Mark👍 for the text... though it strikes me that the term program might be more fitting for your topic than game (after all, "programmed game" sounds like an oxymoron; by its very nature, play is something spontaneous, as GoTo aptly noted)... because that word carries the weight of television (a TV program) or ideology (a political program)...
Laura Peterson3 Laura Peterson3 MemberOP
11 messages
joined Sep 2006
#18 ·
>One more thing—you clearly have an eye for criticism, but where exactly do you see the most vital element—>the ALTERNATIVE?

I see the alternative in balance; specifically, in the equilibrium of uninhibited
"personality development." But who will occupy the opposing side?
Who is going to break the system? It seems unlikely that humans possess the capacity for such a feat;
I suspect the so-called Homo sapiens is a lost cause. Only the establishment of
feedback loops, renewed famine, or disease might actually force our hand.

/I know people who have effectively migrated into cyberspace;
their entire lives exist there now./

I am still weighing the alternatives. Perhaps, as a starting point,
it would suffice to realize that the "happy reality"
described by Marcuse, which has been implemented across the West,
is actually nothing more than a small, domestic hell composed of solitary confinement cells.

What if each of us, just to begin, examined how
totalitarianism operates right here in our own backyard?

Anything moving in that direction is progress, so I view your replies
as signs of hope, and I hold them in high regard.

regards
to all

PS
>the real game
I don't believe a "real game" exists. A game is only real if there are multiple players involved. Playing in perfect unison or communicating exclusively through chat (or having chat as the dominant mode) is a hallmark of totalitarianism.
Laura Peterson3 Laura Peterson3 MemberOP
11 messages
joined Sep 2006
#19 ·
It seems to me that the regulatory mechanisms governing the relationship between the Individual and the Collective have fundamentally failed.

I currently reside in the Netherlands, where social cohesion among peers is steadily eroding;
friendships have become increasingly sterile. Communication
is mediated through digital chats because schools simply lack the bandwidth
due to the immense pressure to "perform."
In reality, we are witnessing a form of ideological brainwashing designed to
prepare citizens for life under a neoliberal dictatorship,
where market utility dictates everything—even the very purpose
of existence—since all other values have been stripped away.

This hyper-development is largely a byproduct of the collective desire
to cultivate oneself "as an individual." Most people find themselves trapped
under the supposed stress of leisure time, caught in a frantic
race to maximize every possible experience. In such a climate,
there is precious little room left for spontaneous play.
In the North America, this phenomenon is only just beginning to take root,
at least from what I can observe among the "young and progressive" crowd.

The question remains: is the yearning for an alternative
actually legitimate, if the majority of any given society
actually craves the abolition of play? It is far easier to socialize
with an automaton.
mistyscout2 mistyscout2 Active Member
197 messages
joined Feb 2007
#20 ·
MC16 said:I see the alternative in finding a balance, specifically a balance within those uninhibited
"developments of one's own personality."

Would you mind expanding on that just a little bit for me? I'd love to understand what you mean. Thanks!

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