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Against Flow: Video Games and the Flowing Subject PDF

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Acknowledgments The idea for this book was formed when I was a PhD student at Brown University and studied with an extraordinary community of scholars. I would like to extend my deepest gratitude to Wendy Hui Kyong Chun and Mary Ann Doane, who have never ceased to support my work and schol- arship. They taught me to perceive the world critically and to interpret the deep complexities of media cultures. I would also like to thank Philip Rosen and John Cayley, whose scholarly and creative ideas have shaped my perception of media studies. My friends and colleagues at Brown fostered a passionate community of critical inquiry and never ceased to inspire me with their thoughts and insights. Thank you to Erika Balsom, David Bering- Porter, Eugenie Brinkema, Gill Frank, Yuriko Furuhata, Josh Guilford, Dan- iel Howe, Justin Katko, Linda Liu, Cynthia Lugo, Julie Levin Russo, Pooja Rangan, Paige Sarlin, Michael Siegel, and Marc Steinberg. I also had the pleasure to begin my academic career at Miami University in Oxford, Ohio. Thank you to Ron Becker, Richard Campbell, cris cheek, Shira Chess, Sean Duncan, Lindsay Grace, Mack Hagood, Jennifer Mal- kowski, Glenn Platt, Bob De Schutter, Nicole Starosielski, and Jacob Tonski. I cannot thank my colleagues at UC Irvine, in the Department of Film and Media Studies, enough for their generous support and guidance. I am indebted to those who generously donated time to provide feedback on chapters of this book, including Lucas Hilderbrand, Peter Krapp, Bliss Cua Lim, Catherine Liu, and Allison Perlman. I also received wonderful advice and support as I navigated both the anxiety and boredom of the publishing process, including from Tom Boellstorff, Kristen Hatch, Victoria Johnson, and Fatimah Tobing Rony. Downloaded from http://direct.mit.edu/books/monograph/chapter-pdf/1909397/f000000_9780262363051.pdf by UNIV OF CALIFORNIA SANTA BARBARA user on 29 April 2021 x Acknowledgments I would like to thank Tom in particular for his support. While working on this book, Tom and I have been writing another book about Intellivi- sion (the video game system that was better than the Atari VCS). I would not have completed my first book without Tom’s patience, friendship, and mentorship. Thank you, Tom, for teaching me the passion and persistence that animates academic research. I also would like to express my gratitude to Bo Ruberg, Tess Tanenbaum, and Aaron Trammell, colleagues at UC Irvine who have been wonderful collaborators and friends. I thank Bo as well for inviting me to present ideas from this book at the USC PlayThink series in 2016. In addition, thank you to Matt Knutson and Justin Keever, two graduate students with whom I have worked closely during my time at UC Irvine and who have shaped the thoughts in this book through our conversations about the strange beauty of video games. Since my arrival at UC Irvine, the Institute for Virtual Envi- ronments and Computer Games and the UCI Humanities Center have pro- vided support for my research. Thank you to the UCI Humanities Center for a grant to support the publication of this book. Thank you to Mady Schutzman, an inspirational mentor during my time studying writing at CalArts. Mady graciously published a short piece on “flow” in her book Radical Doubt: The Joker System, after Boal (2018). Thank you as well to Russel Swensen, who always had my back. Finally, I would never have become an academic without the encouragement and support of Michael Joyce at Vassar College, who taught me to see the possibilities and poetics within the digital. This book would not have been completed without the unceasing assis- tance of Amy Mulligan and Emily Walton. I met these scholars in the Fac- ulty Success Program through the National Center for Faculty Development and Diversity. They offered endless advice, support, accountability, and inspiration. While the Faculty Success Program taught methods for effective academic productivity—p rofessional self-h elp for the academic laborer— in truth, Amy and Emily taught me the value of academic friendship and the selfless help of others. I also thank the ADVANCE Program for Equity and Diversity at UC Irvine for a grant to join the Faculty Success Program. I would also like to thank the editors who helped with this project. With- out the incredible editorial assistance from Laura Portwood-S tacer, Heath Sledge, and Meghan Drury, I would still be spinning my wheels wondering how to write a book. Moreover, thank you to Virginia Crossman, Doug Downloaded from http://direct.mit.edu/books/monograph/chapter-pdf/1909397/f000000_9780262363051.pdf by UNIV OF CALIFORNIA SANTA BARBARA user on 29 April 2021 Acknowledgments xi Sery, Noah Springer, and the entire editorial team at the MIT Press for their wonderful advice, assistance, and guidance. Finally, thank you to my sisters and aunt who always were there to take my call and offer their support and love. I reserve my deepest gratitude for my wife and children. Thank you, Roxi, for your ceaseless support and endless patience. Unfortunately, this book was not written in a state of euphoric flow, but you always inspired me to see the fact that aspirational desire pales in comparison to the everyday love of those closest to the heart. I cannot thank you enough. Finally, while this book is critical of flow and play, my children, Orryn and Oona, always remind me to stop being so grumpy and to just come along with them and play. Thanks kids! Ready or not, here I come! Downloaded from http://direct.mit.edu/books/monograph/chapter-pdf/1909397/f000000_9780262363051.pdf by UNIV OF CALIFORNIA SANTA BARBARA user on 29 April 2021 Downloaded from http://direct.mit.edu/books/monograph/chapter-pdf/1909397/f000000_9780262363051.pdf by UNIV OF CALIFORNIA SANTA BARBARA user on 29 April 2021 Introduction I grew up playing games like Space Invaders (1978) and Centipede (1980) in the arcades, feeding quarters into the hungry game cabinets, desperately trying to improve my skills so I could play longer and longer. Despite my best efforts, I would quickly succumb to the ever- faster, ever- more- deadly descending aliens or twisting centipede. The games’ quick ratcheting up of difficulty grew out of the economics of the arcade: when players lost their coveted and expensive lives, they spent more coins to keep playing. The introduction of home game systems like the Atari VCS and Intellivision from Mattel Electronics changed this dynamic. Owners of these systems could play games repeatedly in the comfort of their living rooms, with- out a handful of quarters dwindling in their pockets. Without the worry about money, how did these console games keep their players riveted? One answer is that they set up the conditions for players to experience what we call flow. The conditions that generate flow are visible in one of my favorite games from this period, Astrosmash (1981), programmed by John Sohl for the Intellivision system (figure 0.1). Astrosmash is similar to Space Invaders and Asteroids (1979). Players shoot falling meteors, spinning bombs, and attack- ing UFOs to earn points. The goal is clear— stay alive and achieve a high score. Like arcade games in the early 1980s, Astrosmash’s challenges increase as the player’s score goes up: at certain point thresholds, everything speeds up and the difficulty increases. But the game provides an extra life at every 1,000 points, and unlike most arcade games, Astrosmash adapts when the game’s challenges outstrip the player’s skill level: it decreases the score when the player dies or when falling rocks hit the ground, and if a player’s score drops below a preprogrammed threshold, the game becomes slightly Downloaded from http://direct.mit.edu/books/monograph/chapter-pdf/1909398/c000000_9780262363051.pdf by UNIV OF CALIFORNIA SANTA BARBARA user on 29 April 2021 2 Introduction Figure 0.1 Astrosmash, from Mattel Electronics easier by slowing the enemies’ speed. But when players are on their game, when their skills are honed, they can play for a long time, precisely match- ing the game’s level of challenge. All this means that when players are off their game or new to Astrosmash, they can still play for extended periods of time because of the steady accumulation of extra lives and the subtle dif- ficulty adjustments. Astrosmash remains satisfying despite the player’s level of skill, allowing players to lose themselves within the groove of the game and become immersed in flow. In Flow: The Psychology of Optimal Experience, a best-s elling and influen- tial book on the topic of flow published in 1990, psychologist Mihaly Csik- szentmihalyi (pronounced “me- HIGH chick- sent- me- HIGH- ee”) explains the adaptive play that creates flow by describing a simple game of “escape and pursuit” that he played with his hunting dog, Hussar.1 When they were out for a walk, Hussar would pounce around, happily running circles around his companion, nipping at him and leaping away, enticing him to chase, to tag, to play. When Csikszentmihalyi was fatigued, uninterested, Downloaded from http://direct.mit.edu/books/monograph/chapter-pdf/1909398/c000000_9780262363051.pdf by UNIV OF CALIFORNIA SANTA BARBARA user on 29 April 2021 Introduction 3 or out of shape, Hussar would sense it, tightening his circles and making himself an easier target. On the other hand, when his master was ener- getic and eager, Hussar would expand his circling and speed up, making the game more challenging. Hussar continuously adjusted the difficulty of the game depending on his partner’s physical and emotional state. The point of this subtle adjustment was to “make sure that the game would yield the maximum of enjoyment,” allowing Csikszentmihalyi to balance his skills with challenges and enter an absorbing state that he called flow (1990, 53). In flow—m ost easily reached through play, whether playing a game with a dog or a solo video game like Astrosmash— one is in the zone and immersed in a completely absorbing activity. Csikszentmihalyi developed his concept of flow in the course of his research on the foundations of creativity and enjoyment in the 1960s and 1970s. Flow was a “native category” experienced by many subjects inter- viewed by Csikszentmihalyi and his students (1975a, 36). Chess players, art- ists, dancers, surgeons, and basketball players used the word flow to describe an experience of getting into the zone, of being swept away in their chosen activity. Csikszentmihalyi wanted to understand this absorption and why people would ignore hunger, danger, and life’s many problems to continue doing an activity that they loved. It is this sense of complete absorption that links flow with play; as philosopher Johan Huizinga wrote in his classic work on play, Homo Ludens, “in this intensity, this absorption, this power of maddening, lies the very essence, the primordial quality of play” ([1950] 1955, 2–3 ). The experience of flow captures the sense of deep absorption that often characterizes play and helps to explicate one of the key proper- ties and features of play.2 While play is an extremely broad subject—l inked to childhood development, leisure and frivolous activity, mimicry and act- ing, creativity and imagination, and so on—f low is a subset of play that focuses on players’ experience of intense involvement. Csikszentmihalyi studied flow in an effort to better understand human enjoyment. For Csikszentmihalyi, the term flow describes a complex form of sustained enjoyment— one that is distinct from both pleasure and imme- diate gratification. The word itself evokes a sense of continuous absorption, with its connotations of fluid movement, smooth and steady continu- ity, and a stream unhampered by impediments or jagged interruptions. His early research described the general properties of flow. Typically, a flow- producing activity balances an individual’s skills with the activity’s Downloaded from http://direct.mit.edu/books/monograph/chapter-pdf/1909398/c000000_9780262363051.pdf by UNIV OF CALIFORNIA SANTA BARBARA user on 29 April 2021 4 Introduction challenges, presents clear goals and feedback toward achieving these goals, and allows a feeling of control when awareness merges with action. In this state, self-c onsciousness disappears and one’s awareness of time and its passing melts away. For Csikszentmihalyi, flow experiences allow humans to develop skills and grow more complex as individuals, an enjoyable pro- cess (like learning to play piano) that travels beyond mere pleasure. Play- ing piano or a video game might be difficult and unpleasant at points, but Csikszentmihalyi argued that in hindsight, we view these experiences as fun and enjoyable (1990, 46). Yet his work on flow extended beyond sim- ply understanding enjoyment. He saw flow as a principle around which to redesign all of life’s activities, even those seen as laborious, unpleasant, and devoid of fun. What was he hoping? Life itself could become more like Hussar’s game. In the half- century since Csikszentmihalyi first started studying flow, the theory has overflowed its academic origins and spilled into many areas of contemporary culture. As game scholar and philosopher Ian Bogost has said, “flow theory has also been applied to just about everything else, from workplace satisfaction to education to spirituality” (2016, 103). Flow theory has helped to establish the growing field of positive psychology.3 It has become a talking point in the aspirational worlds of self-h elp, self- care, and wellness, and a staple in the psychological makeup of professional sports figures, trainers, and those seeking to understand and catalyze high levels of human potential and performance. It has blossomed into a powerful ideal for business managers who hope to tap flow in order to nourish the happiness, creativity, and productivity of their workers. It has addicted the self- optimization gurus who ride the tide of motivational talks and corpo- rate workshops, flow accelerators, flow fests, and flow dojos pushing New Age enlightenment through self-o ptimization techniques and flow hack- ing.4 It has inspired digital services that promise the creation of flow states to increase productivity and has even been used in an advertising campaign for Dropbox, a major digital media company.5 Indeed, articles about flow and productivity, fitness, creativity, and innovation appear throughout the mainstream press.6 The field that has been most influenced by the quest for flow is the study and design of video games, which is the focus of this book. Some years ago, game scholar Torill Mortensen wrote that Csikszentmihalyi’s prolific theories had already attained “a position of almost paradigmatic power in Downloaded from http://direct.mit.edu/books/monograph/chapter-pdf/1909398/c000000_9780262363051.pdf by UNIV OF CALIFORNIA SANTA BARBARA user on 29 April 2021 Introduction 5 game studies” (2004, 1).7 Since then, the influence of flow has only grown, and it is now as important to the field of game studies as other concepts such as immersion, game mechanics, rules, and even the notion of play itself, from which flow derives. Flow theory significantly influences mul- tiple areas of research in the field: game design, the analysis of player expe- riences, mainstream versus alternative game aesthetics, the study of play, and gamification. Flow is seen as an obvious and natural way to discuss the fun and enjoyment of games, their formal properties (goals, feedback, and balancing skills and challenges), and player experiences (feelings of control, immersion, intense concentration, enjoyment, and fun). But many game scholars, designers, and players uncritically apply the idea of flow to games. Flow is “an almost unquestioned reference” in game studies, explains Riccardo Fassone (2017, 117), and it is in the guise of the natural and obvious that ideology travels. Until now, game scholars and designers have not investigated flow’s historical, theoretical, and ideologi- cal contexts, which some game scholars have found shocking.8 This book fills this gap. It complicates the application of flow theory to video games, urging scholars, designers, and players to become more critically aware of flow’s political, economic, and cultural implications. Although many assume that flow is an unqualified good, it is far from a neutral or benign concept. For example, Csikszentmihalyi was a Hungar- ian émigré who grew up in Italy during World War II and whose family was personally affected by the war and the postwar Soviet occupation of Hungary; his theory of flow should be understood in this context: it was a response to Marxism, an attempt to create a Western democratic solution to alienation (a feeling of estrangement from the products of one’s labor, from other people, and from life itself, which is produced by the stratified conditions of capitalist production). Flow offered an alternative to Marxist modes of social change. Unlike Marx, who argued that alienation would be solved only by collective revolution that overturned capitalist structures and created radical political change, Csikszentmihalyi imagined that flow experiences could reimmerse people in their own lives without the need for revolution, removing alienation by allowing them to experience the absorbing effects of play. However, flow is not an uncomplicated, straightforward solution to the problem of alienation. It is not simply a natural psychological state or experience; flow theory uses the concept as an ideology, one that privileges Downloaded from http://direct.mit.edu/books/monograph/chapter-pdf/1909398/c000000_9780262363051.pdf by UNIV OF CALIFORNIA SANTA BARBARA user on 29 April 2021 6 Introduction individuality over social collectivities, growth and accumulation over equi- librium and sustainability, self-d etermination over the idea that external forces shape human consciousness, and action over critical examination. These qualities infuse many video games, which promote what I call flowing subjects. Flowing subjects are not simply game players experiencing the psy- chological state of flow; they are being positioned as media consumers in a way that promotes flow’s ideologies. Game designer Eric Zimmerman said that the twenty- first century is the “ludic century”— the century of games and play (2014, 20). If this is so, then we need a deeper, critical assessment of play itself, and particularly of the theory and effects of flow, the subset of play. This assessment will help us understand how video games are influ- encing players and the mass culture that they permeate. Complicating Flow and Play: The Dog, the Cat, the Mouse, and the Lizard In the 1970s, when Csikszentmihalyi first wrote about flow, it seemed pos- sible for flow and play to heal alienation and transform society in an altru- istic fashion. Today, however, they are packaged and delivered through video games and have become dominant ways of interfacing with culture and capitalism. Originally conceived to transform and rejuvenate society, play and flow now fuel the problems that they originally aimed to over- come. This is what this book is about. Because play is a broad subject, with roots reaching into many disciplines and economic areas, I focus on the theory of flow as a kind of case study of play, examining how flow theory emerges from play, imbues it with ideology, and facilitates its channeling toward intensified consumption. But like play, flow under capitalism has become a broad subject, reaching far outside game studies. I specifically examine flow in relation to video games and play, but I hope that the criti- cal approach to flow that I offer here can be applied to the culture beyond games, unlocking a critical discussion of play and its transformations in contemporary culture. If we are to become more critical of play and flow in this ludic century, we need to begin by dispelling their allure and purity. Csikszentmihalyi’s description of playing escape and pursuit with his dog, Hussar, is pasto- ral, disarming, and innocent. It offers us a glimpse into an idyllic moment of carefree play, an ode to enjoyment; it invokes an escape from a tech- nological and alienating environment into nature, into the playfulness of Downloaded from http://direct.mit.edu/books/monograph/chapter-pdf/1909398/c000000_9780262363051.pdf by UNIV OF CALIFORNIA SANTA BARBARA user on 29 April 2021

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.